Improving Visual Style Classification in Digital Games Using Intercoder Reliability Assessment

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Abstract

The digital gaming community appreciates visual style information in digital games as it facilitates information seeking. Nevertheless, learned scholars have discovered that the digital game visual style classification is inconsistent and easily modified, potentially limitingthe information and leading to inaccurate visual terminologies during information discovery. Therefore, this cross-sectional study wasperformed to assess multiple visual style classification terms and their definitions among Malaysian game developers using the closedcard sorting exercise. A total of seven professional game developers participated in an online survey that comprised thirty-five digital game case studies using a card sorting technique. They were asked to classify nineteen visual style classification terms, including psychedelic, text, illusionism, photorealism, televisualism, handicraft, caricature, celshaded, comic book (anime), watercolour, Lego, minimalism, pixel art, silhouette, bright, dark, maplike, colourful, and black and white. The Fleiss’ kappa intercoder reliability assessment was performed to measure the coders’ agreement on visual style classification, followed by the think-aloud protocol descriptive analysis to gather assessment insights into the visual style descriptions. The intercoder reliability test achieved a significantly moderate agreement based on the results. The professional game developers agreed on eighteen visual stylesand rejected the bright visual style classification due to its overlapping description with the colourful visual style. The definition of ten visual style classifications was improved from the existing Video Game Metadata Schema (VGMS) description, contributing to the digital game’s coherence and consistency. This improvement will enhance visual style classification information for machine-learning-based recommendation systems for digital game distribution platforms and digital archiving.
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利用互码器可靠性评估改进数字游戏视觉风格分类
数字游戏社区欣赏数字游戏中的视觉风格信息,因为它有助于信息搜索。然而,学者们发现,数字游戏的视觉风格分类是不一致的,容易修改,潜在地限制了信息,并导致信息发现过程中不准确的视觉术语。因此,这项横断面研究是为了评估多种视觉风格分类术语及其在马来西亚游戏开发者中使用的定义。共有7名专业游戏开发者参与了一项在线调查,其中包括35个使用卡片分类技术的数字游戏案例研究。他们被要求对19种视觉风格分类术语进行分类,包括迷幻、文本、幻觉、照片现实主义、电视视觉主义、手工艺、漫画、光影、漫画书(动漫)、水彩、乐高、极简主义、像素艺术、剪影、明亮、黑暗、地图样、彩色和黑白。采用Fleiss kappa编码者可靠性评估来衡量编码者在视觉风格分类上的一致性,随后采用“大声思考”协议描述性分析来收集对视觉风格描述的评估见解。编码间信度测试在结果的基础上取得了显著的中等一致性。专业游戏开发者一致同意18种视觉风格,并拒绝了明亮的视觉风格分类,因为它与色彩丰富的视觉风格重叠。十种视觉风格分类的定义是基于现有的电子游戏元数据模式(Video Game Metadata Schema, VGMS)描述而改进的,这有助于数字游戏的连贯性和一致性。这一改进将增强基于机器学习的推荐系统的视觉风格分类信息,用于数字游戏分发平台和数字存档。
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来源期刊
CiteScore
0.70
自引率
0.00%
发文量
95
期刊介绍: IJICT is a refereed journal in the field of information and communication technology (ICT), providing an international forum for professionals, engineers and researchers. IJICT reports the new paradigms in this emerging field of technology and envisions the future developments in the frontier areas. The journal addresses issues for the vertical and horizontal applications in this area. Topics covered include: -Information theory/coding- Information/IT/network security, standards, applications- Internet/web based systems/products- Data mining/warehousing- Network planning, design, administration- Sensor/ad hoc networks- Human-computer intelligent interaction, AI- Computational linguistics, digital speech- Distributed/cooperative media- Interactive communication media/content- Social interaction, mobile communications- Signal representation/processing, image processing- Virtual reality, cyber law, e-governance- Microprocessor interfacing, hardware design- Control of industrial processes, ERP/CRM/SCM
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