Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews

Cody Phillips, Madison Klarkowski, Julian Frommel, Carl Gutwin, Regan L. Mandryk

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

While evidence supports that some commercial off-the-shelf video games may promote mental wellbeing, it is an extensive time investment to experimentally identify games that benefit players. The time delay between commercial games research and commercial game development can render such research out-of-date. In this work, we explore player-written game reviews as a way to expeditiously identifying games with potential benefits for mental wellbeing. Through a content analysis of review data, we found that players publicly disclose experiences consistent with self-care. Our analysis generated categories related to coping and recovery, emotional regulation, social connectedness, and obsessive play. Through this process, we identified several games as strong candidates for further research. Our work contributes to an emerging research agenda of commercial video games as therapy (VGTx), by providing a technique for rapidly identifying games with therapeutic potential. Further, we demonstrate that Steam user reviews are a valuable source of affective player experience data-a contribution with broad implications for player experience research.

Original languageEnglish
Article number255
JournalProceedings of the ACM on Human-Computer Interaction
Volume5
Issue numberCHIPLAY
DOIs
Publication statusPublished - Sept 2021

Keywords

  • affective computing
  • content analysis
  • coping and recovery
  • emotional regulation
  • game reviews
  • game selection procedure
  • obsessive passion
  • social connectedness
  • video game therapy

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