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Shape patterns in popularity series of video games

Author

Listed:
  • Cunha, Leonardo R.
  • Pessa, Arthur A.B.
  • Mendes, Renio S.

Abstract

In recent years, digital games have become increasingly present in people’s lives both as a leisure activity or in gamified activities of everyday life. Despite this growing presence, large-scale, data-driven analyses of video games remain a small fraction of the related literature. In this sense, the present work constitutes an investigation of patterns in popularity series of video games based on monthly popularity series, spanning eleven years, for close to six thousand games listed on the online platform Steam. Utilizing these series, after a preprocessing stage, we perform a clustering task in order to group the series solely based on their shape. Our results indicate the existence of five clusters of shape patterns named decreasing, hilly, increasing, valley, and bursty, with approximately half of the games showing a decreasing popularity pattern, 20.7% being hilly, 11.8% increasing, 11.0% bursty, and 9.1% valley. Finally, we have probed the prevalence and persistence of shape patterns by comparing the shapes of longer popularity series during their early stages and after completion. We have found the majority of games tend to maintain their pattern over time, except for a constant pattern that appears early in popularity series only to later originate hilly and bursty popularity series.

Suggested Citation

  • Cunha, Leonardo R. & Pessa, Arthur A.B. & Mendes, Renio S., 2024. "Shape patterns in popularity series of video games," Chaos, Solitons & Fractals, Elsevier, vol. 185(C).
  • Handle: RePEc:eee:chsofr:v:185:y:2024:i:c:s0960077924006337
    DOI: 10.1016/j.chaos.2024.115081
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    Cited by:

    1. Wang, Aijia & Wang, Junqi & Zhang, Ruijun & Cao, Shi-Jie, 2024. "Mitigating urban heat and air pollution considering green and transportation infrastructure," Transportation Research Part A: Policy and Practice, Elsevier, vol. 184(C).

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