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Year 2022, Volume: 2 Issue: 1, 13 - 21, 19.07.2022

Abstract

References

  • C. S. Ang and P. Zaphiris, “Computer Games and Language Learning:,” in Handbook of Research on Instructional Systems and Technology, T. T. Kidd and H. Song, Eds. IGI Global, 2008, pp. 449–462. doi: 10.4018/978-1-59904-865-9.ch032.
  • E. M. Avedon and B. Sutton-Smith, The study of games. New York, N.Y. [u.a]: Ishi Press, 2015.
  • G. Costkyan, “I have no words & I must design: toward a critical vocabulary for games,” in Proceedings of the computer games and digital cultures conference, Finland, 2002, pp. 9–33.
  • R. E. Cardona-Rivera, J. P. Zagal, and M. S. Debus, “GFI: A Formal Approach to Narrative Design and Game Research,” in Interactive Storytelling, vol. 12497, A.-G. Bosser, D. E. Millard, and C. Hargood, Eds. Cham: Springer International Publishing, 2020, pp. 133–148. doi: 10.1007/978-3-030-62516-0_13.
  • J. Juul, “Games telling stories? A brief note on games and narratives,” Game Stud., vol. 1, no. 1, pp. 1–12, 2001.
  • Kevin Maroney, “My Entire Waking Life,” http://www.thegamesjournal.com/, 2011. http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml (accessed Apr. 13, 2022).
  • R. A. Myers and G. Mertz, “The Limits of Exploitation: A Precautionary Approach,” Ecol. Appl., vol. 8, no. 1, p. S165, Feb. 1998, doi: 10.2307/2641375.
  • R. J. Paddick, “The Grasshopper: Games, Life and Utopia. By Bernard Suits. Toronto, University of Toronto Press 1978,” J. Philos. Sport, vol. 6, no. 1, pp. 73–78, Jan. 1979, doi: 10.1080/00948705.1979.10654153.
  • G. Tavinor, “Definition of videogames,” Contemp. Aesthet. J. Arch., vol. 6, no. 1, p. 16, 2008.
  • N. Whitton, Digital Games and Learning: Research and Theory, 0 ed. Routledge, 2014. doi: 10.4324/9780203095935.
  • K. S. Tekinbaş and E. Zimmerman, Rules of play: game design fundamentals. Cambridge, Mass: MIT Press, 2003.
  • J. Huizinga, Homo ludens: a study of the play-element in culture. Kettering, OH: Angelico Press, 2016.
  • C. Crawford, Chris Crawford on game design. Indianapolis, Ind: New Riders, 2003.
  • M. Prensky, “Digital natives, digital immigrants part 2: Do they really think differently?,” Horiz., 2001.
  • GAMINGINTURKEY, “Türkiye Oyun Sektörü 2021 Raporu ve Detayları,” Dec. 11, 2021. https://www.gaminginturkey.com/tr/turkiye-oyun-sektoru-2021-raporu-ve-detaylari/ (accessed Apr. 13, 2022).
  • M. J. P. Wolf and B. Perron, Eds., The video game theory reader. New York ; London: Routledge, 2003.
  • J. Murray, I. Bogost, M. Mateas, and M. Nitsche, “Game Design Education: Integrating Computation and Culture,” Computer, vol. 39, no. 6, pp. 43–51, Jun. 2006, doi: 10.1109/MC.2006.195.
  • J. Newman, Videogames, 2nd ed. London ; New York: Routledge, 2013.
  • G. Frasca, “Videogames of the oppressed: Videogames as a means for critical thinking and debate,” Master’s Thesis, School of Literature, communication, and culture, Georgia Institute of …, 2001.
  • N. B. Sardone and R. Devlin-Scherer, “Teacher Candidates’ Views of Digital Games as Learning Devices,” vol. 18, no. 2, p. 21, 2009.
  • S. S. Shabanah, J. X. Chen, H. Wechsler, D. Carr, and E. Wegman, “Designing Computer Games to Teach Algorithms,” in 2010 Seventh International Conference on Information Technology: New Generations, Las Vegas, NV, USA, 2010, pp. 1119–1126. doi: 10.1109/ITNG.2010.78.
  • T. Govender and J. Arnedo-Moreno, “An analysis of game design elements used in digital game-based language learning,” Sustainability, vol. 13, no. 12, p. 6679, 2021.
  • J. Arjoranta, “How to Define Games and Why We Need to,” Comput. Games J., vol. 8, no. 3–4, pp. 109–120, Dec. 2019, doi: 10.1007/s40869-019-00080-6.
  • Beth E. Kolko, “Digital Games Course Definitions,” Technical Communication 498 Digital Games. http://faculty.washington.edu/bkolko/games/definitions.shtml (accessed Apr. 13, 2022).
  • A. K. Przybylski and N. Weinstein, “How we see electronic games,” PeerJ, vol. 4, p. e1931, Apr. 2016, doi: 10.7717/peerj.1931.
  • P. Zackariasson and T. L. Wilson, Eds., The video game industry: formation, present state, and future, 1. published. New York, NY; London: Routledge, 2012.
  • J. Breuer, J. Vogelgesang, T. Quandt, and R. Wendt, “Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents,” Psychol. Pop. Media Cult., vol. 4, pp. 305–328, Feb. 2015, doi: 10.1037/ppm0000035.
  • Phil Owen, “What Is A Video Game? A Short Explainer.” https://www.thewrap.com/what-is-a-video-game-a-short-explainer/ (accessed Apr. 13, 2022).
  • Computer Hope, “What is a Game?” https://www.computerhope.com/jargon/g/game.htm (accessed Apr. 13, 2022).
  • R. D. Halliburton and J. Pearson, “Ronald D. Halliburton Inventions, Patents and Patent Applications - Justia Patents Search.” https://patents.justia.com/inventor/ronald-d-halliburton (accessed Apr. 13, 2022).
  • V. Huard Pelletier, A. Lessard, F. Piché, C. Tétreau, and M. Descarreaux, “Video games and their associations with physical health: a scoping review,” BMJ Open Sport Exerc. Med., vol. 6, no. 1, p. e000832, Oct. 2020, doi: 10.1136/bmjsem-2020-000832.
  • Blizzard, “Warcraft: Orcs and Humans on GOG.com.” https://www.gog.com/game/warcraft_orcs_and_humans (accessed Apr. 13, 2022).
  • M. A. Winget, “Videogame preservation and massively multiplayer online role-playing games: A review of the literature,” J. Am. Soc. Inf. Sci. Technol., vol. 62, no. 10, pp. 1869–1883, Oct. 2011, doi: 10.1002/asi.21530.
  • T. H. Apperley, “Genre and game studies: Toward a critical approach to video game genres,” Simul. Gaming, vol. 37, no. 1, pp. 6–23, Mar. 2006, doi: 10.1177/1046878105282278.
  • J. H. Lee, N. Karlova, R. I. Clarke, K. Thornton, and A. Perti, “Facet Analysis of Video Game Genres,” presented at the iConference 2014 Proceedings: Breaking Down Walls. Culture - Context - Computing, Mar. 2014. doi: 10.9776/14057.
  • D. Carr, D. Buckingham, A. Burn, and G. Schott, Computer Games: Text, Narrative and Play. Polity, 2006.
  • T. Krzywinska and D. Brown, “Online Games and Genre,” in The International Encyclopedia of Digital Communication and Society, 1st ed., P. H. Ang and R. Mansell, Eds. Wiley, 2015, pp. 1–4. doi: 10.1002/9781118767771.wbiedcs043.
  • A. Tychsen, M. Hitchens, T. Brolund, and M. Kavakli, “Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities,” Games Cult., vol. 1, no. 3, pp. 252–275, Jul. 2006, doi: 10.1177/1555412006290445.
  • T. Aichner, M. Grünfelder, O. Maurer, and D. Jegeni, “Twenty-five years of social media: a review of social media applications and definitions from 1994 to 2019,” Cyberpsychology Behav. Soc. Netw., vol. 24, no. 4, pp. 215–222, 2021.
  • C. T. Carr and R. A. Hayes, “Social media: Defining, developing, and divining,” Atl. J. Commun., vol. 23, no. 1, pp. 46–65, 2015.
  • danah m. boyd and N. B. Ellison, “Social Network Sites: Definition, History, and Scholarship,” J. Comput.-Mediat. Commun., vol. 13, no. 1, pp. 210–230, Oct. 2007, doi: 10.1111/j.1083-6101.2007.00393.x.
  • G. M. H. C. Gajanayake and T. C. Sandanayake, “Trending Pattern Identification of YouTube Gaming Channels Using Sentiment Analysis,” in 2020 20th International Conference on Advances in ICT for Emerging Regions (ICTer), Colombo, Sri Lanka, Nov. 2020, pp. 149–154. doi: 10.1109/ICTer51097.2020.9325476.
  • C. Krittanawong et al., “Association of Social Gaming with Well-Being (Escape COVID-19): A Sentiment Analysis,” Am. J. Med., vol. 135, no. 2, pp. 254–257, Feb. 2022, doi: 10.1016/j.amjmed.2021.10.010.
  • A. Ghosh, “Analyzing Toxicity in Online Gaming Communities,” Turk. J. Comput. Math. Educ. TURCOMAT, vol. 12, no. 10, Art. no. 10, Apr. 2021, doi: 10.17762/turcomat.v12i10.5182.
  • M. Maloney, S. Roberts, and T. Graham, Gender, masculinity and video gaming: analysing Reddit’s r/gaming community. Cham, Switzerland: Palgrave Macmillan, 2019.
  • “Reddit,” Vikipedi. Apr. 03, 2022. Accessed: Apr. 13, 2022. [Online]. Available: https://tr.wikipedia.org/w/index.php?title=Reddit&oldid=27500499
  • PRAW: The Python Reddit API Wrapper. Python Reddit API Wrapper Development, 2022. Accessed: Apr. 13, 2022. [Online]. Available: https://github.com/praw-dev/praw
  • S. Bird, E. Klein, and E. Loper, Natural language processing with Python, 1st ed. Beijing ; Cambridge [Mass.]: O’Reilly, 2009.
  • T. Hoobyar, T. Dotz, and S. Sanders, NLP: the essential guide to neuro-linguistic programming, 1st ed. New York: William Morrow, 2013.
  • B. Alshemali and J. Kalita, “Improving the Reliability of Deep Neural Networks in NLP: A Review,” Knowl.-Based Syst., vol. 191, p. 105210, Mar. 2020, doi: 10.1016/j.knosys.2019.105210.
  • K. Schouten, F. Frasincar, and F. de Jong, “Ontology-Enhanced Aspect-Based Sentiment Analysis,” in Web Engineering, vol. 10360, J. Cabot, R. De Virgilio, and R. Torlone, Eds. Cham: Springer International Publishing, 2017, pp. 302–320. doi: 10.1007/978-3-319-60131-1_17.
  • C. J. Hutto and E. Gilbert, “VADER: A Parsimonious Rule-based Model for Sentiment Analysis of Social Media Text,” p. 10.
  • P. Willett, “The Porter stemming algorithm: then and now,” Program, vol. 40, no. 3, pp. 219–223, Jul. 2006, doi: 10.1108/00330330610681295.
  • “Snowball: A language for stemming algorithms.” http://snowball.tartarus.org/texts/introduction.html (accessed Apr. 13, 2022).
  • “NLTK:: nltk.stem.lancaster.” https://www.nltk.org/_modules/nltk/stem/lancaster.html (accessed Apr. 13, 2022).
  • Joe Seabreeze, “Why do people play MMORPGs?,” Quora. https://www.quora.com/Why-do-people-play-MMORPGs (accessed Apr. 13, 2022).
  • dottiris, “Attraction for WoW!,” r/wow, Apr. 09, 2022. www.reddit.com/r/wow/comments/u02j1k/attraction_for_wow/ (accessed Apr. 13, 2022).
  • C. S. Ang and P. Zaphiris, “SOCIAL ROLES OF PLAYERS IN MMORPG GUILDS: A social network analytic perspective,” Inf. Commun. Soc., vol. 13, no. 4, pp. 592–614, Jun. 2010

Social Media Content Review of Popular MMORPG Games: Reddit Comment Scraping and Sentiment Analysis

Year 2022, Volume: 2 Issue: 1, 13 - 21, 19.07.2022

Abstract

Social media is a system that provides access from one-way information sharing to two-way and simultaneous information sharing, introducing Web 2.0 as a service to users. Social media is a set of dialogues and exchanges that people have with each other on the Internet. Reddit is which can call an important audience in these environments. Popular topics and content are available, such as science, sports, gaming, music, food and drink, and photography. After the release of MOBA games, there has been a serious decrease in playing time of the MMORPG genre. The research aims to sentiment analysis of content created on the MMORPG subreddit channel on Reddit. In my study, I focused on sentiment analysis of MMORPG games, which have been very popular for years. Possible reasons for that were tried to be evaluated relative to players’ opinions. Sentiment analysis was performed based on posts from the 'MMORPG' subreddit on Reddit. Negative, positive, and neural structures are explained. Frequency analysis of often used words is also included.

References

  • C. S. Ang and P. Zaphiris, “Computer Games and Language Learning:,” in Handbook of Research on Instructional Systems and Technology, T. T. Kidd and H. Song, Eds. IGI Global, 2008, pp. 449–462. doi: 10.4018/978-1-59904-865-9.ch032.
  • E. M. Avedon and B. Sutton-Smith, The study of games. New York, N.Y. [u.a]: Ishi Press, 2015.
  • G. Costkyan, “I have no words & I must design: toward a critical vocabulary for games,” in Proceedings of the computer games and digital cultures conference, Finland, 2002, pp. 9–33.
  • R. E. Cardona-Rivera, J. P. Zagal, and M. S. Debus, “GFI: A Formal Approach to Narrative Design and Game Research,” in Interactive Storytelling, vol. 12497, A.-G. Bosser, D. E. Millard, and C. Hargood, Eds. Cham: Springer International Publishing, 2020, pp. 133–148. doi: 10.1007/978-3-030-62516-0_13.
  • J. Juul, “Games telling stories? A brief note on games and narratives,” Game Stud., vol. 1, no. 1, pp. 1–12, 2001.
  • Kevin Maroney, “My Entire Waking Life,” http://www.thegamesjournal.com/, 2011. http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml (accessed Apr. 13, 2022).
  • R. A. Myers and G. Mertz, “The Limits of Exploitation: A Precautionary Approach,” Ecol. Appl., vol. 8, no. 1, p. S165, Feb. 1998, doi: 10.2307/2641375.
  • R. J. Paddick, “The Grasshopper: Games, Life and Utopia. By Bernard Suits. Toronto, University of Toronto Press 1978,” J. Philos. Sport, vol. 6, no. 1, pp. 73–78, Jan. 1979, doi: 10.1080/00948705.1979.10654153.
  • G. Tavinor, “Definition of videogames,” Contemp. Aesthet. J. Arch., vol. 6, no. 1, p. 16, 2008.
  • N. Whitton, Digital Games and Learning: Research and Theory, 0 ed. Routledge, 2014. doi: 10.4324/9780203095935.
  • K. S. Tekinbaş and E. Zimmerman, Rules of play: game design fundamentals. Cambridge, Mass: MIT Press, 2003.
  • J. Huizinga, Homo ludens: a study of the play-element in culture. Kettering, OH: Angelico Press, 2016.
  • C. Crawford, Chris Crawford on game design. Indianapolis, Ind: New Riders, 2003.
  • M. Prensky, “Digital natives, digital immigrants part 2: Do they really think differently?,” Horiz., 2001.
  • GAMINGINTURKEY, “Türkiye Oyun Sektörü 2021 Raporu ve Detayları,” Dec. 11, 2021. https://www.gaminginturkey.com/tr/turkiye-oyun-sektoru-2021-raporu-ve-detaylari/ (accessed Apr. 13, 2022).
  • M. J. P. Wolf and B. Perron, Eds., The video game theory reader. New York ; London: Routledge, 2003.
  • J. Murray, I. Bogost, M. Mateas, and M. Nitsche, “Game Design Education: Integrating Computation and Culture,” Computer, vol. 39, no. 6, pp. 43–51, Jun. 2006, doi: 10.1109/MC.2006.195.
  • J. Newman, Videogames, 2nd ed. London ; New York: Routledge, 2013.
  • G. Frasca, “Videogames of the oppressed: Videogames as a means for critical thinking and debate,” Master’s Thesis, School of Literature, communication, and culture, Georgia Institute of …, 2001.
  • N. B. Sardone and R. Devlin-Scherer, “Teacher Candidates’ Views of Digital Games as Learning Devices,” vol. 18, no. 2, p. 21, 2009.
  • S. S. Shabanah, J. X. Chen, H. Wechsler, D. Carr, and E. Wegman, “Designing Computer Games to Teach Algorithms,” in 2010 Seventh International Conference on Information Technology: New Generations, Las Vegas, NV, USA, 2010, pp. 1119–1126. doi: 10.1109/ITNG.2010.78.
  • T. Govender and J. Arnedo-Moreno, “An analysis of game design elements used in digital game-based language learning,” Sustainability, vol. 13, no. 12, p. 6679, 2021.
  • J. Arjoranta, “How to Define Games and Why We Need to,” Comput. Games J., vol. 8, no. 3–4, pp. 109–120, Dec. 2019, doi: 10.1007/s40869-019-00080-6.
  • Beth E. Kolko, “Digital Games Course Definitions,” Technical Communication 498 Digital Games. http://faculty.washington.edu/bkolko/games/definitions.shtml (accessed Apr. 13, 2022).
  • A. K. Przybylski and N. Weinstein, “How we see electronic games,” PeerJ, vol. 4, p. e1931, Apr. 2016, doi: 10.7717/peerj.1931.
  • P. Zackariasson and T. L. Wilson, Eds., The video game industry: formation, present state, and future, 1. published. New York, NY; London: Routledge, 2012.
  • J. Breuer, J. Vogelgesang, T. Quandt, and R. Wendt, “Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents,” Psychol. Pop. Media Cult., vol. 4, pp. 305–328, Feb. 2015, doi: 10.1037/ppm0000035.
  • Phil Owen, “What Is A Video Game? A Short Explainer.” https://www.thewrap.com/what-is-a-video-game-a-short-explainer/ (accessed Apr. 13, 2022).
  • Computer Hope, “What is a Game?” https://www.computerhope.com/jargon/g/game.htm (accessed Apr. 13, 2022).
  • R. D. Halliburton and J. Pearson, “Ronald D. Halliburton Inventions, Patents and Patent Applications - Justia Patents Search.” https://patents.justia.com/inventor/ronald-d-halliburton (accessed Apr. 13, 2022).
  • V. Huard Pelletier, A. Lessard, F. Piché, C. Tétreau, and M. Descarreaux, “Video games and their associations with physical health: a scoping review,” BMJ Open Sport Exerc. Med., vol. 6, no. 1, p. e000832, Oct. 2020, doi: 10.1136/bmjsem-2020-000832.
  • Blizzard, “Warcraft: Orcs and Humans on GOG.com.” https://www.gog.com/game/warcraft_orcs_and_humans (accessed Apr. 13, 2022).
  • M. A. Winget, “Videogame preservation and massively multiplayer online role-playing games: A review of the literature,” J. Am. Soc. Inf. Sci. Technol., vol. 62, no. 10, pp. 1869–1883, Oct. 2011, doi: 10.1002/asi.21530.
  • T. H. Apperley, “Genre and game studies: Toward a critical approach to video game genres,” Simul. Gaming, vol. 37, no. 1, pp. 6–23, Mar. 2006, doi: 10.1177/1046878105282278.
  • J. H. Lee, N. Karlova, R. I. Clarke, K. Thornton, and A. Perti, “Facet Analysis of Video Game Genres,” presented at the iConference 2014 Proceedings: Breaking Down Walls. Culture - Context - Computing, Mar. 2014. doi: 10.9776/14057.
  • D. Carr, D. Buckingham, A. Burn, and G. Schott, Computer Games: Text, Narrative and Play. Polity, 2006.
  • T. Krzywinska and D. Brown, “Online Games and Genre,” in The International Encyclopedia of Digital Communication and Society, 1st ed., P. H. Ang and R. Mansell, Eds. Wiley, 2015, pp. 1–4. doi: 10.1002/9781118767771.wbiedcs043.
  • A. Tychsen, M. Hitchens, T. Brolund, and M. Kavakli, “Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities,” Games Cult., vol. 1, no. 3, pp. 252–275, Jul. 2006, doi: 10.1177/1555412006290445.
  • T. Aichner, M. Grünfelder, O. Maurer, and D. Jegeni, “Twenty-five years of social media: a review of social media applications and definitions from 1994 to 2019,” Cyberpsychology Behav. Soc. Netw., vol. 24, no. 4, pp. 215–222, 2021.
  • C. T. Carr and R. A. Hayes, “Social media: Defining, developing, and divining,” Atl. J. Commun., vol. 23, no. 1, pp. 46–65, 2015.
  • danah m. boyd and N. B. Ellison, “Social Network Sites: Definition, History, and Scholarship,” J. Comput.-Mediat. Commun., vol. 13, no. 1, pp. 210–230, Oct. 2007, doi: 10.1111/j.1083-6101.2007.00393.x.
  • G. M. H. C. Gajanayake and T. C. Sandanayake, “Trending Pattern Identification of YouTube Gaming Channels Using Sentiment Analysis,” in 2020 20th International Conference on Advances in ICT for Emerging Regions (ICTer), Colombo, Sri Lanka, Nov. 2020, pp. 149–154. doi: 10.1109/ICTer51097.2020.9325476.
  • C. Krittanawong et al., “Association of Social Gaming with Well-Being (Escape COVID-19): A Sentiment Analysis,” Am. J. Med., vol. 135, no. 2, pp. 254–257, Feb. 2022, doi: 10.1016/j.amjmed.2021.10.010.
  • A. Ghosh, “Analyzing Toxicity in Online Gaming Communities,” Turk. J. Comput. Math. Educ. TURCOMAT, vol. 12, no. 10, Art. no. 10, Apr. 2021, doi: 10.17762/turcomat.v12i10.5182.
  • M. Maloney, S. Roberts, and T. Graham, Gender, masculinity and video gaming: analysing Reddit’s r/gaming community. Cham, Switzerland: Palgrave Macmillan, 2019.
  • “Reddit,” Vikipedi. Apr. 03, 2022. Accessed: Apr. 13, 2022. [Online]. Available: https://tr.wikipedia.org/w/index.php?title=Reddit&oldid=27500499
  • PRAW: The Python Reddit API Wrapper. Python Reddit API Wrapper Development, 2022. Accessed: Apr. 13, 2022. [Online]. Available: https://github.com/praw-dev/praw
  • S. Bird, E. Klein, and E. Loper, Natural language processing with Python, 1st ed. Beijing ; Cambridge [Mass.]: O’Reilly, 2009.
  • T. Hoobyar, T. Dotz, and S. Sanders, NLP: the essential guide to neuro-linguistic programming, 1st ed. New York: William Morrow, 2013.
  • B. Alshemali and J. Kalita, “Improving the Reliability of Deep Neural Networks in NLP: A Review,” Knowl.-Based Syst., vol. 191, p. 105210, Mar. 2020, doi: 10.1016/j.knosys.2019.105210.
  • K. Schouten, F. Frasincar, and F. de Jong, “Ontology-Enhanced Aspect-Based Sentiment Analysis,” in Web Engineering, vol. 10360, J. Cabot, R. De Virgilio, and R. Torlone, Eds. Cham: Springer International Publishing, 2017, pp. 302–320. doi: 10.1007/978-3-319-60131-1_17.
  • C. J. Hutto and E. Gilbert, “VADER: A Parsimonious Rule-based Model for Sentiment Analysis of Social Media Text,” p. 10.
  • P. Willett, “The Porter stemming algorithm: then and now,” Program, vol. 40, no. 3, pp. 219–223, Jul. 2006, doi: 10.1108/00330330610681295.
  • “Snowball: A language for stemming algorithms.” http://snowball.tartarus.org/texts/introduction.html (accessed Apr. 13, 2022).
  • “NLTK:: nltk.stem.lancaster.” https://www.nltk.org/_modules/nltk/stem/lancaster.html (accessed Apr. 13, 2022).
  • Joe Seabreeze, “Why do people play MMORPGs?,” Quora. https://www.quora.com/Why-do-people-play-MMORPGs (accessed Apr. 13, 2022).
  • dottiris, “Attraction for WoW!,” r/wow, Apr. 09, 2022. www.reddit.com/r/wow/comments/u02j1k/attraction_for_wow/ (accessed Apr. 13, 2022).
  • C. S. Ang and P. Zaphiris, “SOCIAL ROLES OF PLAYERS IN MMORPG GUILDS: A social network analytic perspective,” Inf. Commun. Soc., vol. 13, no. 4, pp. 592–614, Jun. 2010
There are 58 citations in total.

Details

Primary Language English
Subjects Artificial Intelligence
Journal Section Research Articles
Authors

Kaan Arık 0000-0002-0930-8955

Publication Date July 19, 2022
Published in Issue Year 2022 Volume: 2 Issue: 1

Cite

APA Arık, K. (2022). Social Media Content Review of Popular MMORPG Games: Reddit Comment Scraping and Sentiment Analysis. Journal of Emerging Computer Technologies, 2(1), 13-21.
Journal of Emerging Computer Technologies
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