Laugh-alytics: analyzing humor preferences through an online card game
Graduation Year
2024
Document Type
Professional Paper
Degree Name
Bachelor of Science
School or Department
Business School
Major
Marketing
Faculty Mentor Department
Business School
Faculty Mentor
John Angle
Keywords
Humor, Cards Against Humanity, Patterns, Nuances, Data Collection, Statistical Analysis
Subject Categories
Advertising and Promotion Management | Business | Business Analytics | Business and Corporate Communications | Data Storage Systems
Abstract
Humor's subjectivity poses a challenge to understanding its widespread appeal, yet phenomena like the success of "Cards Against Humanity" suggest patterns worth exploring. This project aims to elucidate the nuances of humor through the development and promotion of an online application modeled after the game. The platform will facilitate gameplay similar to "Cards Against Humanity," allowing users to engage in prompt and response exchanges while also encouraging them to submit their own card ideas.
Central to the project's approach is the collection and analysis of data regarding card popularity and user demographics. By tracking interactions such as card selections and votes, as well as soliciting feedback on submitted cards, the project will employ statistical analysis techniques to discern patterns in humor preferences. Additionally, qualitative insights will be gathered through surveys or interviews to provide deeper understanding into the underlying reasons behind humor preferences.
The findings from this research will offer valuable insights into the dynamics of humor and its appeal across different audience segments. Specifically, the project aims to develop algorithms or predictive models that can recommend card combinations likely to resonate with users based on their preferences. These insights will not only benefit game developers but also marketers, content creators, and advertisers seeking to leverage humor effectively in their endeavors.
Moreover, the project's data-driven approach has broader implications for understanding humor theory and psychology. By providing empirical evidence of humor preferences and trends in a digital context, this research contributes to the academic discourse surrounding humor and its societal impact.
In summary, this project bridges the gap between subjectivity and empirical analysis, offering a data-based framework for understanding humor's mass appeal and providing practical insights for its application in various domains.
Honors College Research Project
1
GLI Capstone Project
no
Recommended Citation
Fox, Caden Glenn, "Laugh-alytics: analyzing humor preferences through an online card game" (2024). Undergraduate Theses, Professional Papers, and Capstone Artifacts. 502.
https://scholarworks.umt.edu/utpp/502
The brochure that was handed out at the presentation. Includes extra statistics and information.
mongodb_data.xlsx (271 kB)
An excel file with all the calculations, including the prompts and responses. Not laid out well or intuitively.
© Copyright 2024 Caden Glenn Fox