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An empirical study of early access games on the Steam platform

机译:Steam平台上的抢先体验游戏的实证研究

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"Early access" is a release strategy for software that allows consumers to purchase an unfinished version of the software. In turn, consumers can influence the software development process by giving developers early feedback. This early access model has become increasingly popular through digital distribution platforms, such as Steam which is the most popular distribution platform for games. The plethora of options offered by Steam to communicate between developers and game players contribute to the popularity of the early access model. The model is considered a success by the game development community as several games using this approach have gained a large user base (i.e., owners) and high sales. On the other hand, the benefits of the early access model have been questioned as well. In this paper, we conduct an empirical study on 1,182 Early Access Games (EAGs) on the Steam platform to understand the characteristics, advantages and limitations of the early access model. We find that 15% of the games on Steam make use of the early access model, with the most popular EAG having as many as 29 million owners. 88% of the EAGs are classified by their developers as so-called "indie" games, indicating that most EAGs are developed by individual developers or small studios. We study the interaction between players and developers of EAGs and the Steam platform. We observe that on the one hand, developers update their games more frequently in the early access stage. On the other hand, the percentage of players that review a game during its early access stage is lower than the percentage of players that review the game after it leaves the early access stage. However, the average rating of the reviews is much higher during the early access stage, suggesting that players are more tolerant of imperfections in the early access stage. The positive review rate does not correlate with the length or the game update frequency of the early access stage. Based on our findings, we suggest game developers to use the early access model as a method for eliciting early feedback and more positive reviews to attract additional new players. In addition, our findings suggest that developers can determine their release schedule without worrying about the length of the early access stage and the game update frequency during the early access stage.
机译:“抢先体验”是一种软件的发布策略,允许消费者购买软件的未完成版本。反过来,消费者可以通过给开发人员早期反馈来影响软件开发过程。通过数字发行平台(例如Steam最受欢迎的游戏发行平台),这种抢先体验模式变得越来越流行。 Steam提供了许多在开发人员和游戏玩家之间进行交流的选项,这有助于早期访问模型的普及。游戏开发社区认为该模型是成功的,因为使用这种方法的几款游戏已经获得了庞大的用户群(即所有者)和高销售额。另一方面,早期访问模型的好处也受到了质疑。在本文中,我们对Steam平台上的1,182个抢先体验游戏(EAG)进行了实证研究,以了解抢先体验模型的特征,优势和局限性。我们发现Steam上有15%的游戏使用了抢先体验模型,其中最受欢迎的EAG拥有多达2900万用户。 88%的EAG被其开发人员归类为所谓的“独立”游戏,这表明大多数EAG是由个人开发人员或小型工作室开发的。我们研究了EAG和Steam平台的玩家和开发人员之间的互动。我们观察到,一方面,开发人员在早期访问阶段更频繁地更新游戏。另一方面,在游戏的早期访问阶段查看游戏的玩家百分比低于在游戏退出早期访问阶段之后查看游戏的玩家百分比。但是,评论的平均评分在早期访问阶段要高得多,这表明玩家在早期访问阶段更能容忍缺陷。正面评价率与早期进入阶段的时间长度或游戏更新频率不相关。根据我们的发现,我们建议游戏开发人员使用抢先体验模型作为获取早期反馈和更积极评论的方法,以吸引更多新玩家。此外,我们的发现表明,开发人员可以确定其发布时间表,而不必担心早期访问阶段的时长和早期访问阶段的游戏更新频率。

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