Corpus-driven Discourse Analysis in Paid Game App Descriptions
Sharon Chung 12112514D
Eliza Yong 12117165D
Introduction
Everytime when most of the customers decide to download a new app to their smartphones, the app description would eventually appeal to their eyes first when they want to know what the app is actually about beforehand. The game descriptions, for some, might be the first channel ever to reach or to connection with their customers. This has revealed significantly the importance and the need of an attractive and concise description for every successful apps, let alone the paid game apps, when they want to first: attract customers purchases and second: stimulate their revenue.
In view of this, a corpus-driven paid game app descriptions discourse analysis is made, aiming to provide a reference or guideline for new smartphone game app developers to follow, especially for those who are unfamiliar or new in writing game app descriptions to promote their games in the massive and competitive mobile app markets.
The flow of this corpus analysis is developed and begins with the study of the linguistic and semantic features we found in their choices of words in the informative game descriptions of those top 10 paid game apps in different genres. Thus, to discuss
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The word “run” has a relative frequency of 0.40 and “mobile” has 0.16. For “Jump” and “go”, they both have 0.09 while “follow’ has 0.07 in total. These kind of action verbs can be easily found in most of the games types, including action, adventure, arcade, racing, role playing, sports and strategy. Obviously, they are being used to interpret the playing style of the games or showing the players how flexible they can perform when they simulate themselves into the games, which are human-like and