Evaluation of Mobile Game Apps Emotional Side: A Sentiment Analysis on Mobile Game App Reviews
Öz
Anahtar Kelimeler
Kaynakça
- Allsop, D. T., Bassett, B. R. and Hoskins, J. A. (2007). Word-of-Mouth Research: Principles And Applications. Journal of Advertising Research, 47(4), 398-411.
- Bengio, Y., Ducharme, R., Vincent, P., & Jauvin, C. (2003). A neural probabilistic language model. Journal of machine learning research, 3(Feb), 1137-1155.
- Chaudhry, B. M., Islam, M. U. and Chawla, N. V. (2024). Longitudinal Evaluation of Casual Puzzle Tablet Games by Older Adults, Proceedings of the 2024 ACM Designing Interactive Systems Conference, 1-5 July 2024, IT University, Copenhagen-DK. 2073-2087.
- Chesham, A., Wyss, P., Müri, R. M., Mosimann, U. P. and Nef, T. (2017). What Older People Like To Play: Genre Preferences and Acceptance of Casual Games. JMIR Serious Games, 5(2), 1-15.
- Colombo, S., Hansson, P. and Nyström, M. B. (2023). Mining Players’ Experience in Computer Games: Immersion Affects Flow But Not Presence. Computers in Human Behavior Reports, 12, 1-10.
- Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience, Chicago: Harper Perennial.
- Csikszentmihalyi, M. (2013). Flow: The Psychology of Happiness, Chicago: Harper Perennial.
- D’astous, A. and Gagnon, K. (2007). An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game. Journal of Consumer Marketing, 24(2), 80-89.
Ayrıntılar
Birincil Dil
İngilizce
Konular
Strateji, Yönetim ve Örgütsel Davranış (Diğer)
Bölüm
Araştırma Makalesi
Yazarlar
Fatih Pınarbaşı
*
0000-0001-9005-0324
Türkiye
Yayımlanma Tarihi
24 Ekim 2025
Gönderilme Tarihi
10 Ekim 2024
Kabul Tarihi
29 Eylül 2025
Yayımlandığı Sayı
Yıl 2025 Cilt: 23 Sayı: 58