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Main Authors: Ellington, Christian, Pramanik, Paramahansa, Robinson, Haley K.
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2601.11523
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author Ellington, Christian
Pramanik, Paramahansa
Robinson, Haley K.
author_facet Ellington, Christian
Pramanik, Paramahansa
Robinson, Haley K.
contents The popularity of electronic games has grown steadily in recent years, attracting a broad audience across age groups. With this growth comes a large volume of related data, prompting efforts like the PlayMyData to compile and share structured datasets for academic use. This study utilizes such a dataset to compare user review ratings across four current-generation gaming systems: Nintendo, Xbox, PlayStation, and PC. Statistical methods, including analysis of variance (ANOVA), were applied to identify differences in average scores among these platforms. The findings indicate that PC titles tend to receive the most favorable user feedback, followed by Xbox and PlayStation, while Nintendo games showed the lowest average ratings. These patterns suggest that the platform on which a game is released may influence how players evaluate their experience. Such results may be valuable to developers and industry stakeholders in making informed decisions about future investments and development priorities.
format Preprint
id arxiv_https___arxiv_org_abs_2601_11523
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle MetaScoreLens: Evaluating User Feedback Across Digital Entertainment Systems
Ellington, Christian
Pramanik, Paramahansa
Robinson, Haley K.
Human-Computer Interaction
Computers and Society
The popularity of electronic games has grown steadily in recent years, attracting a broad audience across age groups. With this growth comes a large volume of related data, prompting efforts like the PlayMyData to compile and share structured datasets for academic use. This study utilizes such a dataset to compare user review ratings across four current-generation gaming systems: Nintendo, Xbox, PlayStation, and PC. Statistical methods, including analysis of variance (ANOVA), were applied to identify differences in average scores among these platforms. The findings indicate that PC titles tend to receive the most favorable user feedback, followed by Xbox and PlayStation, while Nintendo games showed the lowest average ratings. These patterns suggest that the platform on which a game is released may influence how players evaluate their experience. Such results may be valuable to developers and industry stakeholders in making informed decisions about future investments and development priorities.
title MetaScoreLens: Evaluating User Feedback Across Digital Entertainment Systems
topic Human-Computer Interaction
Computers and Society
url https://arxiv.org/abs/2601.11523