A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation

In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305 (2023)
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Abstract

Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in this regard. Historical video games, which get their game objectives from the past, can be considered a form of public history, raising people’s awareness and letting them gain historical experience. While plenty of studies focused on this content with various approaches, this study takes the topic under consideration with a player-oriented focus. The research uses the Steam video game digital distribution service database to explore the existing historical games based on their genre, player scale, dimension, VR compatibility attributes, and player rating. The database includes 1,148 games published between 2002 and 2022, filtered as historical by Steam tags and sorted by player review. For the data collection, the study uses the Octoparse web scraping tool for data extraction, and for the data analysis, it uses RapidMiner Studio data mining software. The study aims to provide a framework applicable to the development of commercially playable historical video games contributing to heritage preservation by raising public awareness in the context of public history.

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Author Profiles

Sarvin Eshaghi
Texas Tech University
Sepehr Vaez Afshar
Texas Tech University

Citations of this work

GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura (eds.), 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.

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References found in this work

Evaluation of Learning Rate in Serious Game: Based on Anatolian Cultural Heritage.Sepehr Vaez Afshar, Sarvin Eshaghi, Guzden Varinlioglu & Ozgun Balaban - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Guzden Varinlioglu & Ozgun Balaban (eds.), 39th International Conference of Education and Research in Computer Aided Architectural Design in Europe: Towards a new, configurable architecture. Novisad: Education and Research in Computer Aided Architectural Design in Europe. pp. 273-280.

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