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Popularity of Video Games and Collective Memory

Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video gam...

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Detalles Bibliográficos
Autores principales: Mendes, Leonardo O., Cunha, Leonardo R., Mendes, Renio S.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9320117/
https://www.ncbi.nlm.nih.gov/pubmed/35885084
http://dx.doi.org/10.3390/e24070860
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author Mendes, Leonardo O.
Cunha, Leonardo R.
Mendes, Renio S.
author_facet Mendes, Leonardo O.
Cunha, Leonardo R.
Mendes, Renio S.
author_sort Mendes, Leonardo O.
collection PubMed
description Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video game permanence in collective memory using their popularity as a proxy, employing data based on the Steam platform from July 2012 to December 2020. The objectives include characterizing the database; studying the growth of players, games, and game categories; providing a model for the relative popularity distribution; and applying this model in three strata, global, major categories, and among categories. We detected linear growth trends in the number of players and the number of categories, and an exponential trend in the number of games released. Furthermore, we verified that lognormal distributions, emerging from multiplicative processes, provide a first approximation for the popularity in all strata. In addition, we proposed an improvement via Box–Cox transformations with similar parameters (from [Formula: see text] ([Formula: see text] CI: [Formula: see text] , [Formula: see text]) to [Formula: see text] ([Formula: see text] CI: [Formula: see text] , 0)). We were able to justify this improved model by interpreting the magnitude of each Box–Cox parameter as a measure of memory effects.
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spelling pubmed-93201172022-07-27 Popularity of Video Games and Collective Memory Mendes, Leonardo O. Cunha, Leonardo R. Mendes, Renio S. Entropy (Basel) Article Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video game permanence in collective memory using their popularity as a proxy, employing data based on the Steam platform from July 2012 to December 2020. The objectives include characterizing the database; studying the growth of players, games, and game categories; providing a model for the relative popularity distribution; and applying this model in three strata, global, major categories, and among categories. We detected linear growth trends in the number of players and the number of categories, and an exponential trend in the number of games released. Furthermore, we verified that lognormal distributions, emerging from multiplicative processes, provide a first approximation for the popularity in all strata. In addition, we proposed an improvement via Box–Cox transformations with similar parameters (from [Formula: see text] ([Formula: see text] CI: [Formula: see text] , [Formula: see text]) to [Formula: see text] ([Formula: see text] CI: [Formula: see text] , 0)). We were able to justify this improved model by interpreting the magnitude of each Box–Cox parameter as a measure of memory effects. MDPI 2022-06-23 /pmc/articles/PMC9320117/ /pubmed/35885084 http://dx.doi.org/10.3390/e24070860 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Mendes, Leonardo O.
Cunha, Leonardo R.
Mendes, Renio S.
Popularity of Video Games and Collective Memory
title Popularity of Video Games and Collective Memory
title_full Popularity of Video Games and Collective Memory
title_fullStr Popularity of Video Games and Collective Memory
title_full_unstemmed Popularity of Video Games and Collective Memory
title_short Popularity of Video Games and Collective Memory
title_sort popularity of video games and collective memory
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9320117/
https://www.ncbi.nlm.nih.gov/pubmed/35885084
http://dx.doi.org/10.3390/e24070860
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