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ON THE VALIDITY AND 
IMPACT OF METACRITIC 
SCORES 
Adams Greenwood-Ericksen, PhD 
Special thanks to Erica Holcomb, MS and Cameron 
Bolinger, MS
Agenda 
 Why does metareview happen? 
 How does metareview work? 
 Why is metareview problematic? 
 What have we found out so far? 
 What’s next?
In the beginning… 
 There was Play Meter (1974-present). 
Then Weekly Shōnen Jump, Computer and Video 
Games, Electronic Games, Electronic Gaming 
Monthly (still around!), Computer Gaming World, 
Nintendo Power, and so on.* 
* According to Wikipedia, at least. I wasn’t around until that last 
one.
Diversification and the internet 
 As gaming journals proliferated, so did the 
diversity of opinions. 
 With the rise of the internet, this proliferation 
led to information overload across all areas of 
media criticism. 
 This, in turn, led to the beginnings of 
metareview.
Metareview sites matter in the 
industry 
 In general, there’s a sense that Metareview 
scores are a critical factor in the success or 
failure of game products. 
 Why? 
THQ stock price 
Bonus money for Fallout: New Vegas 
Bonus money for Destiny 
Warren Spector on Metacritic at DICE 2013 
http://news.yahoo.com/homefront-reviews-torpedo-thq-stock-price-metacritic-broken-20110316-084500-427.html 
http://www.kotaku.com.au/2014/09/destiny-review-scores-may-cost-bungie-25-million/ 
http://www.joystiq.com/2012/03/15/obsidian-missed-fallout-new-vegas-metacritic-bonus-by-one-point/
We wondered… 
 Why is this such a big deal? 
 How does it work? 
 Does it work at all? 
 How does Metareview help or hurt? 
 Who does it help or hurt? 
 Are there better ways to do this?
My grad students 
(Because somebody’s got to do the real work) 
Erica Holcomb, MS Cameron Bolinger, MS
What’s good about 
metareview? 
 Clearinghouse and index for lots of different 
information sources 
 Aggregates lots of individual data points into a 
more coherent single answer 
Metareview reduces information overload
Problems with metareview 
 Basic premise: give up nuance and diversity of 
opinion in exchange for clarity 
 Lots of issues with validity related to scores, 
aggregation, etc (Greenwood-Ericksen, 
Poorman, and Papp, 2014). 
 Vulnerability to manipulation by 3rd parties 
 Leads to oversimplification of a complex topic 
 Discards lots of relevant context 
http://www.eludamos.org/index.php/eludamos
Metacritic vs. Gamerankings 
 Actually indicative of theoretical difference in 
approach 
Gamerankings: all currently extant publications 
have equal value 
Metacritic: some publications are more 
trustworthy than others 
 Neither approach is without drawbacks 
Greater transparency vs. greater reliability of data 
 Rotten Tomatoes has an interesting alternative 
approach as well (but they don’t review 
games).
Examination of validity issues 
 Identified lots of issues with the validity of the 
metareview process in general, and Metacritic 
specifically (Greenwood-Ericksen, Poorman, & 
Papp, 2014). 
Loss of useful diversity 
Issues with review reliability 
Distortions in translation to 100 pt scale 
Lack of transparency in weighting system 
Very serious problems with interpretation and 
application of results 
Still found very strong relationship between sales and 
scores (r = .72)
Sales vs. Scores (≈10 years) 
14 
12 
10 
8 
6 
4 
2 
0 
PS3 Games 
XBOX360 
0 10 20 30 40 50 60 70 80 90 100 
Sales (Millions) 
Metacritic Score
The transparency gap: Metacritic 
weights 
 One key issue with Metacritic: secret weighting 
of scores by publication 
 Exact weights are a moving target 
 Two things to look at: 
Derived weights: try to figure out what numbers 
Metacritic is using (Greenwood-Ericksen, 
Poorman, & Papp, 2013; Bolinger, Holcomb, 
Greenwood-Ericksen, 2015) 
Observed weights: watch how much publications 
push or pull overall scores (Swisher, 2014).
Observed weights 
 Less about exact match, and more about 
rationality of influence 
 Scott Swisher (UW Madison, now at 
Cambridge) 
Doctoral thesis on review weighting and reliability 
Found some logical and interesting patterns over 
time 
 Gamespot/Jeff Gerstmann scandal 2007 
Really great treasure trove of data on Metacritic – 
check it out if you’re interested. 
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0CCMQFjAB&url=https 
%3A%2F%2Fs3.amazonaws.com%2Fsswisher_econ%2FSwisher_InfoAgg_Summary_7-12- 
2013.pdf&ei=Jj0_VIKcEYSkyQS29oHwBQ&usg=AFQjCNEud9tDybB6oZ54XPyh-O1cAx-vzQ& 
sig2=G9zxCSmAkT2FAlBXnDgkFg&bvm=bv.77648437,d.aWw
Derived weights 
 “Derived” in that we’re trying to reproduce the 
actual weights Metacritic uses 
This is really hard, it turns out 
 Obstacles: 
Rounding 
Relatively rapid changes in weighting 
Identifying starting weights 
Identifying number of tiers (or if there are tiers at 
all)
Modeling derived weights 
 First pass: GDC 2013 
Fundamental approach seemed to work 
 Problems with reliability of method 
 Some assumptions probably wrong 
Key outcomes: 
 Established basic method as possible 
 Got us yelled at by Metacritic 
 In response, Metacritic published a ton of new 
information about how weighting works 
 Subsequently, found more issues with model stability and 
uniqueness. 
 Lots of great new info to work with!
Fanmail! 
 What they said: 
They use 
weighting tiers, 
but… 
We had too many 
tiers 
 Our range of 
weights was too 
large, and… 
We had at least 
some of the 
modeled weights 
wrong
Modeling derived weights: Recent 
work 
 Second pass (GDC 2015): 
Computationally more robust 
Incorporated new info from Metacritic 
Removed most sources of human error 
Focused on one narrow time frame 
Focused on one single platform 
Were able to identify a stable model with 0% error 
(that’s possible because the original inputs are 
manmade) 
 Note: that doesn’t necessarily mean it’s the actual values! 
Full results to be presented at GDC San Francisco in 
March.
Another core question: 
 Does the weighting matter at all? 
Did a comparison using 2012 data of game sales 
(VGChartz) to: 
 Metacritic metascore 
 Gamerankings score 
 Unweighted average of critic scores curated by 
Metacritic 
Found significant correlation between games and 
scores for each, BUT… 
 Metacritic no better than the others
Relative predictive value of 
metareview scores relative to sales 
0.35 
0.3 
0.25 
0.2 
0.15 
0.1 
0.05 
0 
Correlation of Sales to Scores 
1st week 2012 sales total 
Pearson's R 
Sales 
Metacritic 
Gamerankings 
Unweighted
What does that mean? 
 It means that, from the standpoint of sales 
prediction, the weights don’t matter. 
Shouldn’t be hugely surprising – differences 
always very small 
Might suggest that reviewers tend to have similar 
opinions – or that they’re benchmarking scores to 
each other 
Suggest that Metacritic could drop this 
controversial aspect of their product without 
weakening its predictive value
What we’re thinking about 
next… 
 We’ve found some cool things, but there’s still 
a lot to be done on this 
Do game reviewers adjust their scores based on 
already published reviews? 
Do score averages tend to go up or down over 
time? 
How much does marketing affect score/sales? 
 Ultimately, more research is needed 
Metareview isn’t going away – it’s too useful 
Implications for virtually all media 
Need to figure out how to do this better!
Thanks for your time! 
Questions?

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On the validity and impact of metacritic scores adams greenwood-ericksen

  • 1. ON THE VALIDITY AND IMPACT OF METACRITIC SCORES Adams Greenwood-Ericksen, PhD Special thanks to Erica Holcomb, MS and Cameron Bolinger, MS
  • 2. Agenda  Why does metareview happen?  How does metareview work?  Why is metareview problematic?  What have we found out so far?  What’s next?
  • 3. In the beginning…  There was Play Meter (1974-present). Then Weekly Shōnen Jump, Computer and Video Games, Electronic Games, Electronic Gaming Monthly (still around!), Computer Gaming World, Nintendo Power, and so on.* * According to Wikipedia, at least. I wasn’t around until that last one.
  • 4. Diversification and the internet  As gaming journals proliferated, so did the diversity of opinions.  With the rise of the internet, this proliferation led to information overload across all areas of media criticism.  This, in turn, led to the beginnings of metareview.
  • 5. Metareview sites matter in the industry  In general, there’s a sense that Metareview scores are a critical factor in the success or failure of game products.  Why? THQ stock price Bonus money for Fallout: New Vegas Bonus money for Destiny Warren Spector on Metacritic at DICE 2013 http://news.yahoo.com/homefront-reviews-torpedo-thq-stock-price-metacritic-broken-20110316-084500-427.html http://www.kotaku.com.au/2014/09/destiny-review-scores-may-cost-bungie-25-million/ http://www.joystiq.com/2012/03/15/obsidian-missed-fallout-new-vegas-metacritic-bonus-by-one-point/
  • 6. We wondered…  Why is this such a big deal?  How does it work?  Does it work at all?  How does Metareview help or hurt?  Who does it help or hurt?  Are there better ways to do this?
  • 7. My grad students (Because somebody’s got to do the real work) Erica Holcomb, MS Cameron Bolinger, MS
  • 8. What’s good about metareview?  Clearinghouse and index for lots of different information sources  Aggregates lots of individual data points into a more coherent single answer Metareview reduces information overload
  • 9. Problems with metareview  Basic premise: give up nuance and diversity of opinion in exchange for clarity  Lots of issues with validity related to scores, aggregation, etc (Greenwood-Ericksen, Poorman, and Papp, 2014).  Vulnerability to manipulation by 3rd parties  Leads to oversimplification of a complex topic  Discards lots of relevant context http://www.eludamos.org/index.php/eludamos
  • 10. Metacritic vs. Gamerankings  Actually indicative of theoretical difference in approach Gamerankings: all currently extant publications have equal value Metacritic: some publications are more trustworthy than others  Neither approach is without drawbacks Greater transparency vs. greater reliability of data  Rotten Tomatoes has an interesting alternative approach as well (but they don’t review games).
  • 11. Examination of validity issues  Identified lots of issues with the validity of the metareview process in general, and Metacritic specifically (Greenwood-Ericksen, Poorman, & Papp, 2014). Loss of useful diversity Issues with review reliability Distortions in translation to 100 pt scale Lack of transparency in weighting system Very serious problems with interpretation and application of results Still found very strong relationship between sales and scores (r = .72)
  • 12. Sales vs. Scores (≈10 years) 14 12 10 8 6 4 2 0 PS3 Games XBOX360 0 10 20 30 40 50 60 70 80 90 100 Sales (Millions) Metacritic Score
  • 13. The transparency gap: Metacritic weights  One key issue with Metacritic: secret weighting of scores by publication  Exact weights are a moving target  Two things to look at: Derived weights: try to figure out what numbers Metacritic is using (Greenwood-Ericksen, Poorman, & Papp, 2013; Bolinger, Holcomb, Greenwood-Ericksen, 2015) Observed weights: watch how much publications push or pull overall scores (Swisher, 2014).
  • 14. Observed weights  Less about exact match, and more about rationality of influence  Scott Swisher (UW Madison, now at Cambridge) Doctoral thesis on review weighting and reliability Found some logical and interesting patterns over time  Gamespot/Jeff Gerstmann scandal 2007 Really great treasure trove of data on Metacritic – check it out if you’re interested. https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0CCMQFjAB&url=https %3A%2F%2Fs3.amazonaws.com%2Fsswisher_econ%2FSwisher_InfoAgg_Summary_7-12- 2013.pdf&ei=Jj0_VIKcEYSkyQS29oHwBQ&usg=AFQjCNEud9tDybB6oZ54XPyh-O1cAx-vzQ& sig2=G9zxCSmAkT2FAlBXnDgkFg&bvm=bv.77648437,d.aWw
  • 15. Derived weights  “Derived” in that we’re trying to reproduce the actual weights Metacritic uses This is really hard, it turns out  Obstacles: Rounding Relatively rapid changes in weighting Identifying starting weights Identifying number of tiers (or if there are tiers at all)
  • 16. Modeling derived weights  First pass: GDC 2013 Fundamental approach seemed to work  Problems with reliability of method  Some assumptions probably wrong Key outcomes:  Established basic method as possible  Got us yelled at by Metacritic  In response, Metacritic published a ton of new information about how weighting works  Subsequently, found more issues with model stability and uniqueness.  Lots of great new info to work with!
  • 17. Fanmail!  What they said: They use weighting tiers, but… We had too many tiers  Our range of weights was too large, and… We had at least some of the modeled weights wrong
  • 18. Modeling derived weights: Recent work  Second pass (GDC 2015): Computationally more robust Incorporated new info from Metacritic Removed most sources of human error Focused on one narrow time frame Focused on one single platform Were able to identify a stable model with 0% error (that’s possible because the original inputs are manmade)  Note: that doesn’t necessarily mean it’s the actual values! Full results to be presented at GDC San Francisco in March.
  • 19. Another core question:  Does the weighting matter at all? Did a comparison using 2012 data of game sales (VGChartz) to:  Metacritic metascore  Gamerankings score  Unweighted average of critic scores curated by Metacritic Found significant correlation between games and scores for each, BUT…  Metacritic no better than the others
  • 20. Relative predictive value of metareview scores relative to sales 0.35 0.3 0.25 0.2 0.15 0.1 0.05 0 Correlation of Sales to Scores 1st week 2012 sales total Pearson's R Sales Metacritic Gamerankings Unweighted
  • 21. What does that mean?  It means that, from the standpoint of sales prediction, the weights don’t matter. Shouldn’t be hugely surprising – differences always very small Might suggest that reviewers tend to have similar opinions – or that they’re benchmarking scores to each other Suggest that Metacritic could drop this controversial aspect of their product without weakening its predictive value
  • 22. What we’re thinking about next…  We’ve found some cool things, but there’s still a lot to be done on this Do game reviewers adjust their scores based on already published reviews? Do score averages tend to go up or down over time? How much does marketing affect score/sales?  Ultimately, more research is needed Metareview isn’t going away – it’s too useful Implications for virtually all media Need to figure out how to do this better!
  • 23. Thanks for your time! Questions?

Editor's Notes

  1. Find images for covers: Early on, most of these were print publications of limited circulation, which meant that usually gamers had only a single source of reviews to rely upon. References: Play Meter: http://www.ebay.com/itm/1977-arcade-pinball-PLAY-METER-MAGAZINE-Atarians-Wurlitzer-SeaWolf-Jukebox-ATARI-/130776351290