Abstract
Video games industry represents one of the most profitable activity connected with entertainment and visual arts. Even more than movie industry, video game industry involves a great number of different professionals who work together to create products expected to reach people in many countries. A substantial part of these people are teenagers, strongly attracted and influenced by video games. For these reasons, various systems of labels have been created. They indicate the recommended age ranges for each product. These systems are based on different criteria, but they have in common the presence of descriptors, or labels, which identify the type of contents in the game. One of them is PEGI (Pan-European Game Information), and we will mainly take this system in consideration for the purposes of our study. The rating procedure includes questionnaire enquires compiled by the publisher for the automatic attribution of the label and a large process of manual control of each submitted game. In order to help this large and demanding process, we propose a system of video games rating based on automatic classification of the products performed over the “transcript” or script, files that display the full transcription of dialogues in a video game. The proposed automatic classification algorithm is based on large, specialized dictionaries. Such as the dictionary of offensive language. This is based on semantic vector spaces and on sentiment analysis, and is able to provide an age rating and a genre classification of video games. It works in a more efficient way in games with a consistent amount of dialogues. The experimentation of the proposed algorithm is returning encouraging results.
Alessandro Maisto edited Sect. 3, 4, 5, and 6; Giandomenico Martorelli edited Sect. 1 and 2; Antonietta Paone worked on data collection and dictionaries; Serena Pelosi edited Sect. 4.1.1.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Altınel, B., Ganiz, M.C.: A new hybrid semi-supervised algorithm for text classification with class-based semantics. Knowl.-Based Syst. 108, 50–64 (2016)
Amato, F., Castiglione, A., Mercorio, F., Mezzanzanica, M., Moscato, V., Picariello, A., Sperlì, G.: Multimedia story creation on social networks. Future Gener. Comput. Syst. 86, 412–420 (2018). Cited by 13
Amato, F., Cozzolino, G., Moscato, V., Moscato, F.: Analyse digital forensic evidences through a semantic-based methodology and NLP techniques. Future Gener. Comput. Syst. 98, 297–307 (2019)
Amato, F., Moscato, V., Picariello, A., Sperli’ì, G.: Extreme events management using multimedia social networks. Future Gener. Comput. Syst. 94, 444–452 (2019). Cited by 19
Bastian, M., Heymann, S., Jacomy, M., et al.: Gephi: an open source software for exploring and manipulating networks. In: ICWSM 2009, vol. 8, pp. 361–362 (2009)
Blondel, V.D., Guillaume, J.-L., Lambiotte, R., Lefebvre, E.: Fast unfolding of communities in large networks. J. Stat. Mech: Theory Exp. 2008(10), P10008 (2008)
Catone, M.C., Falco, M., Maisto, A., Pelosi, S., Siano, A.: Automatic text classification through point of cultural interest digital identifiers. In: International Conference on P2P, Parallel, Grid, Cloud and Internet Computing, pp. 211–220. Springer (2019)
Chalk, A.: Inappropriate content: a brief history of videogame ratings and the ESRB. The Escapist (2007)
Dogruel, L., Joeckel, S.: Video game rating systems in the US and Europe: comparing their outcomes. Int. Commun. Gaz. 75(7), 672–692 (2013)
Felini, D.: Beyond today’s video game rating systems: a critical approach to PEGI and ESRB, and proposed improvements. Games Cult. 10(1), 106–122 (2015)
Gentile, D.A., Humphrey, J., Walsh, D.A.: Media ratings for movies, music, video games, and television: a review of the research and recommendations for improvements. Adolesc. Med. Clin. 16(2), 427–446 (2005)
Grimmer, J., Stewart, B.M.: Text as data: the promise and pitfalls of automatic content analysis methods for political texts. Polit. Anal. 21(3), 267–297 (2013)
Humphreys, A., Jen-Hui Wang, R.: Automated text analysis for consumer research. J. Consum. Res. 44(6), 1274–1306 (2017)
Leech, G.N.: 100 million words of English: the British national corpus (BNC) (1992)
Lewis, D.D.: Naive (Bayes) at forty: the independence assumption in information retrieval. In: European Conference on Machine Learning, pp. 4–15. Springer (1998)
Maisto, A., Pelosi, S., Stingo, M., Guarasci, R.: A hybrid method for the extraction and classification of product features from user generated contents. Lingue e Linguaggi 22 (2017)
Marston, H.R., Smith, S.T.: Understanding the digital game classification system: a review of the current classification system and its implications for use within games for health. In: International Conference on Human Factors in Computing and Informatics, pp. 314–331. Springer (2013)
McCallum, A., Nigam, K., et al.: A comparison of event models for Naive Bayes text classification. In: AAAI-1998 Workshop on Learning for Text Categorization, vol. 752, pp. 41–48. Citeseer (1998)
Mohammad, S.M.: Word affect intensities. arXiv preprint arXiv:1704.08798 (2017)
Mohammad, S.M., Turney, P.D.: Crowdsourcing a word–emotion association lexicon. Comput. Intell. 29(3), 436–465 (2013)
Rohde, D.L.T., Gonnerman, L.M., Plaut, D.C.: An improved model of semantic similarity based on lexical co-occurrence. Commun. ACM 8(627–633), 116 (2006)
Thangaraj, M., Sivakami, M.: Text classification techniques: a literature review. Interdisc. J. Inf. Knowl. Manag. 13, 117–135 (2018)
Vasa, K.: Text classification through statistical and machine learning methods: a survey. Int. J. Eng. Dev. Res. 4, 655–658 (2016)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Maisto, A., Martorelli, G., Paone, A., Pelosi, S. (2021). Automatic Classification and Rating of Videogames Based on Dialogues Transcript Files. In: Barolli, L., Natwichai, J., Enokido, T. (eds) Advances in Internet, Data and Web Technologies. EIDWT 2021. Lecture Notes on Data Engineering and Communications Technologies, vol 65. Springer, Cham. https://doi.org/10.1007/978-3-030-70639-5_28
Download citation
DOI: https://doi.org/10.1007/978-3-030-70639-5_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-70638-8
Online ISBN: 978-3-030-70639-5
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)