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041 _afre
042 _adc
100 1 0 _aBarnabé, Fanny
_eauthor
700 1 0 _a Bourgeois, Nicolas
_eauthor
245 0 0 _aUsing topic models to study the history of a video game genre: Towards a non-periodic representation of changes in the textual content of computer role-playing games between 1992 and 2017
260 _c2022.
500 _a55
520 _aThis paper shows how researchers can combine and exploit mathematical tools still rarely used by historians (topic models, hierarchical classification, self-organizing maps) to study a dated but heterogeneous historical corpus and to characterize its evolution over time. The analysis focuses on changes in the vocabulary used by a set of 21 popular western role-playing video games published between 1992 and 2017 and comprising a total of 17.5 million words. Through this example, we aim to shed new light on the canonical history of the genre and to propose an alternative model to periodization for uncovering the trade-offs and influences underlying the development of each particular game must negotiate with.
690 _alexicometry
690 _agame studies
690 _atwentieth century
690 _atwenty-first century
690 _atopic models
690 _acomputer role-playing game (CRPG)
690 _agraphs
690 _alexicometry
690 _agame studies
690 _atwentieth century
690 _atwenty-first century
690 _atopic models
690 _acomputer role-playing game (CRPG)
690 _agraphs
786 0 _nHistoire & mesure | XXXVI | 2 | 2022-07-01 | p. 199-234 | 0982-1783
856 4 1 _uhttps://shs.cairn.info/journal-histoire-et-mesure-2021-2-page-199?lang=en
999 _c174969
_d174969