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Data Center News > Blog > AI > What game companies can learn from AI analysis of 1.5M gamer conversations | Creativ Company
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What game companies can learn from AI analysis of 1.5M gamer conversations | Creativ Company

Last updated: June 8, 2025 6:17 pm
Published June 8, 2025
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What game companies can learn from AI analysis of 1.5M gamer conversations | Creativ Company
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Creativ Company is rising right now as a brand new form of market intelligence firm. It makes use of AI to do do sentiment evaluation on 1.5 million conversations in regards to the high recreation publishers and their titles.

Which means that it makes use of AI to determine what avid gamers consider 17 of the highest recreation publishers — with the insights produced by machine studying. Creativ’s AI was capable of analyze over 1.5 million on-line conversations throughout Reddit, YouTube, Discord and information articles over six months. It took about 10 days to do. The corporate went by means of about 9,300 sources of stories and sentiment in regards to the publishers of video games. Then it did its evaluation for the research, which lined the interval from November 1, 2024, by means of the tip of April, 2025.

Creativ processed over 9,300 items of articles, posts and movies.

I spoke with Creativ CEO Wes Morton, CTO Joe Lai and COIO (chief working and data officer) Vibhu Bhan in regards to the outcomes. Right here’s among the information from the unique evaluation.

“We name ourselves a machine-intelligent advertising and marketing agency. And mainly the rationale we’re doing the research is we’re reinventing the right way to do client insights utilizing LLMs,” Morton stated. “The research is actually an ingestion of one million and a half client conversations about these completely different publishers.”

In extracting “sentiment evaluation,” the aim is to seek out out what avid gamers take into consideration recreation firms based mostly on what these avid gamers say on social media. The AI large-language mannequin (LLM) is skilled to detect sarcasm, game-specific slang, and extra nuances, Bhan stated.

“The actual innovation here’s a higher understanding of the context and slang so the sentiment evaluation is much more contextual and never only a rating,” Bhan stated. “In case you take a look at conventional sentiment evaluation, it seems on the existence of sure phrases. However language is complicated.”

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Sentiment evaluation has emerged lately as a strategy to perceive the zeitgeist round a recreation or firm. However typically the evaluation suffered as a result of the evaluation getting used didn’t actually perceive avid gamers or their feedback about matters. Now, with LLMs, Morton stated the machine studying understands the complicated nuances and does a greater job throughout extra knowledge that it will possibly ingest.

In a single instance, Creativ discovered that followers weren’t completely happy when actor Henry Cavill was fired from the lead function of Geralt in The Witcher tv present on Netflix. Principally, Netflix shouldn’t have fired Cavill, as a result of it led to an general detrimental impression on the Witcher franchise. It seems the present influenced the general sentiment, slightly than the online game collection.

The rankings of 17 high recreation publishers from optimistic sentiment to detrimental sentiment.

The corporate ingests the information after which comes up with sentiment scores in regards to the recreation publishers to see what they’ve finished to assist or harm their model recently in dialog with avid gamers. Older studies may work out how typically a set of phrases (like a reputation of a recreation or firm) was used. Nevertheless it typically didn’t have the flexibility to know the total context round a dialogue in regards to the video games after which correctly sum it up. However the LLMs are higher at understanding the context round a considerable amount of knowledge.

“Context turns into much more vital as a result of that lets you perceive the course of the sentiment as a result of there might be couple of topics within the sentence. And the second factor is that this swap that we do due to sarcasm, which is being perceived as a pretend optimistic when it’s meant as a detrimental response,” Lai stated.

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The most well-liked recreation firms.

The LLMs have a greater capability to know the context for language, Lai stated.

“And the great thing about LLMs is that we’re capable of acquire and prepare our fashions on this gaming knowledge,” Lai stated. “We’re capable of prepare the fashions to have the ability to detect the information line that comes up for every of those video games, in addition to in the event that they’re being utilized in a optimistic or detrimental method.”

The largest matters of dialog

One factor the LLMs picked up on was that avid gamers had sturdy opinions on exclusives, and whether or not a platform proprietor ought to preserve its greatest recreation unique or take that recreation to different platforms so as to generate extra gross sales. Followers who invested their cash in a specific console didn’t like that.

The largest matters for dialog included recreation monetization, franchises, gaming platforms, exclusives and trade consolidation and corporatization. On monetization, avid gamers rewarded open communications on guidelines and studios that keep away from monetization fashions that have an effect on gameplay and mechanics. This was the widest pattern within the dataset, with shoppers perceiving Activision Blizzard, Ubisoft, EA, Amazon, NetEase, Evolution Gaming and Roblox as notably unhealthy offenders of poor monetization practices.

As well as, LLMs seize the conversations that naturally occur. In contrast, a research places the gamer on alert that they’re being polled for his or her opinions. That gamer may take into consideration whether or not to reply honestly or not, based mostly on what they assume the research researcher desires to listen to.

How the businesses fared

A few of the extra in style recreation firms with optimistic or impartial sentiment.

Netflix hasn’t had a lot historical past as a recreation writer, and its cellular video games haven’t been big hits but. That helps clarify why it received a detrimental rating from avid gamers. A few of the sentiment occurs round a recreation, identical to an NBA recreation, however quite a lot of it occurs outdoors the sport on social media.

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Morton stated that video games are getting a giant consciousness elevate from Hollywood, as films based mostly on video games like A Minecraft Film and the TV present The Final of Us are getting excessive scores and reaching extra individuals who don’t know in regards to the video games.

Some recreation firms with the worst sentiment.

“The cool half about this tech is you possibly can particularly drill down into what’s making individuals completely happy, unhappy,” stated Morton.

Activision Blizzard had quite a lot of chatter over World of Warcraft. However many avid gamers had been additionally not followers of how the corporate dealt with the transition from Overwatch to Overwatch 2. Ubisoft additionally got here out with the worst rating of all the recreation publishers, nevertheless it wasn’t clear why. It had quite a lot of dialogue across the characters of Murderer’s Creed: Shadows. However that recreation obtained optimistic opinions in distinction to earlier video games like Star Wars: Outlaws and Cranium & Bones.

Ubisoft got here out with the worst sentiment evaluation rating.

For this research, the corporate didn’t concentrate on any explicit recreation. Nevertheless it may achieve this sooner or later.

With LLMs, the research may be finished in 10 days, in comparison with weeks for different strategies. Morton stated LLMs can solely can it take in and ingest and course of knowledge sooner however can analyze much more knowledge and rather a lot sooner. Over time, the evaluation can get much more granular, with a concentrate on any given recreation’s characters or different particulars. Such evaluation may give a crew an opportunity to pivot to another character if it has a detrimental rating.

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The largest matters of dialogHow the businesses fared
TAGGED: 1.5M, Analysis, companies, Company, conversations, Creativ, game, gamer, Learn
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