GameSpace
What is this?
GameSpace is
a visualization of the videogame medium as an explorable 3D space. Each of the
nearly 16,000 stars in its galaxy represents an actual game that exists in the real world, and
stars are placed in the space such that more similar games are nearer to one another. For example, games
from the same series might be positioned in star clusters, and clusters like these may themselves cluster
together to compose larger nebulae corresponding to game genres or subgenres. The coordinates for the games
in the visualization were determined by applying a combination of techniques from natural language processing
and machine learning to a corpus of 16,000 Wikipedia articles about videogames (more
technical details appear below).
How do I play it?
Fly around to explore the space; select individual games by clicking on them. (If you're
not sure what the controls are, click the controller icon at the top of the screen.) Once a
game is selected, you can view its Wikipedia article or watch a YouTube gameplay video, all without
leaving the space.
Who made it?
GameSpace is a project by the Expressive Intelligence Studio at the University of California,
Santa Cruz. Its design and development was led by PhD students
James Ryan and
Eric Kaltman, with mentoring and support
from their advisors
Noah Wardrip-Fruin
and
Michael Mateas.
Undergraduates
Taylor Owen-Milner
and
Andrew Max Fisher
carried out much of the development work. Our background music is
"Slow Lights" by
Lee Rosevere
(
license).
Like its companion tools—
GameNet,
GameSage,
and
GameGlobs—this project is part of the
larger Game Metadata and Citation Project (
GAMECIP),
a multi-year joint initiative between
UC Santa Cruz and Stanford that is funded by the Institute of Museum and Library Services
(grant LG-06-13-0205-13). GAMECIP seeks to develop resources and best practices for videogame
discovery, preservation, citation, and metadata creation.
How did you make it?
GameSpace is critically enabled by two techniques—latent semantic analysis (LSA) and
multidimensional scaling—which we applied to a large corpus of descriptive text extracted from
Wikipedia articles about games. LSA works from the subtle premise that things that are
described similarly are likely to be, in fact, similar. By submitting a corpus of 16,000 Wikipedia
articles about games to LSA, we're able to automatically compute numerical scores between games
that specify how related they are. There's one problem, though: our LSA model is
high-dimensional—you can think of it as an abstract space with 207 dimensions—which
means that it's hard to visualize. (Our answer to the challenge of visualizing our native
207-dimensional model is GameSpace's companion tool,
GameNet.)
That's where multidimensional
scaling comes in—this is a statistical technique that allows one to convert high-dimensional
spaces into lower-dimensional approximations of them (typically two- or three-dimensional
approximations, since those can be visualized for humans).
Using a particular variant called t-distributed stochastic neighbor embedding, we built a
3D approximation of our 207-dimensional LSA model. Critically, this algorithm attempts to position
games in the 3D space such that they are near the games that they were near to in the
207-dimensional space. So while it's not a perfect representation of the full model, it
works to maintain important features of the full model's topology. GameSpace, then, is simply this 3D space
rendered in a game engine (with a first-person camera and flying controls), along with some extra features.
What languages and tools did you use to develop it?
Python, gensim, scikit-learn, Flask, JavaScript, three.js, jQuery, bootstrap, virtualjoystick.js.
I heard somewhere that this is a living visualization. What does that mean?
Beginning in March 2017, GameSpace will scrape Wikipedia each night to collect any new videogame
articles that have appeared (or any existing articles that have been expanded beyond our minimum threshold
of 250 words), and it will process these articles to automatically add new games into the space. This means
that the visualization will be living and growing and evolving as the collection of Wikipedia videogame articles
grows and evolves. If you're wondering if a particular game is in the space, you'll want to check to see whether
it has a proper Wikipedia article (i.e., one that exists, and is at least 250 words in length). If it doesn't,
you can author one for it, and the game will then be added into the space the next day.
The YouTube video for a game that I selected was irrelevant. Why?
Due to the large number of games in the model, we're currently generating YouTube queries for gameplay videos
and hoping that the results are relevant. Of course, some games may not even have gameplay videos
on YouTube (yet!). If you encounter an offensive video, let us know and we'll remove the link.
Have you thought about using this technique to visualize other domains?
Yes. Stay tuned.
How do I contact you?
I'd like to write about GameSpace. Do you have any images I could freely use?
Here's a
pack of images that you can freely use. Also feel free to take and use any screenshots of the
application in action. If you can't quite get the image you need, let us know and we'll try to provide
it for you.
I'm a scholar. How can I cite GameSpace in my work?
A full paper is still forthcoming. In the meantime, you can cite:
- Our short paper that introduced an early prototype of GameSpace in 2015:
Ryan,
J. O., Kaltman, E., Fisher, A. M., Hong, T., Owen-Milner, T., Mateas, M., &
Wardrip-Fruin, N. (2015). Large-scale interactive visualizations of nearly
12,000 digital games. Proc. Foundations of Digital Games.
[pdf]
- A longer paper that articulates the approach of using natural language processing
in the field of game studies:
Ryan, J. O., Kaltman, E., Mateas, M., & Wardrip-Fruin, N. (2015). What
we talk about when we talk about games: Bottom-up game studies using natural
language processing. Proc. Foundations of Digital Games.
[pdf]