Published Leadership3 min read
The Most Persuasive Complaint Does Not Come From Your Heaviest User
A Kellogg study of 26.8 million Steam reviews finds helpfulness tracks reviewer experience in opposite directions depending on the verdict.
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What happened
- Kellogg School researchers analyzed 26.8 million reviews for 27,170 games written by 10.6 million unique users on the online-gaming platform Steam, covering October 2010 through October 2019.
- The researchers found a strong link between how much time a user spent playing a video game at the time of their review and how helpful other people found the review to be.
- The study was conducted by Nalin Shani, a PhD student at the Kellogg School, with Achal Bassamboo, a Kellogg professor of operations, and Maria Ibanez, an associate professor of operations at Kellogg.
- Among positive reviews, users with either the shortest or the longest playing time provided the most-helpful reviews; the researchers describe this as a U-shaped curve.
- Among negative reviews, users with a moderate amount of playing time wrote the most-helpful reviews; the researchers describe this as an inverted U-shaped curve.
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Why it matters
Researchers at Northwestern's Kellogg School analyzed 26.8 million reviews of 27,170 games, written by 10.6 million users on Steam between October 2010 and October 2019, and found a strong link between how much time a reviewer had spent in a game and how helpful other users judged the review to be [1][2]. The link runs in opposite directions depending on whether the verdict was positive or negative [4][5], which means the standard heuristic for weighting customer feedback - the more hours logged, the more credible the voice - is at best half right.
For positive reviews, the relationship is U-shaped: the most helpful praise came from users with either the least experience or the most, with the trough in the middle [4][4]. For negative reviews it inverts. The most helpful criticism came from users with a moderate amount of playing time, not from the newest arrivals and not from the veterans [5]. "Reviewer experience [with a product] is a very good signal," says Nalin Shani, the Kellogg PhD student who led the work with operations professors Achal Bassamboo and Maria Ibanez [3]. "But it is not a uniform signal. It depends on the verdict of the review" [6]. Bassamboo puts the counterintuitive part plainly: most people expect helpfulness to rise automatically with time spent, and "it's not that simple" [7].
Steam is a convenient laboratory because the platform records what most feedback systems do not. It automatically tracks and displays playtime at the moment of the review, forces a binary thumbs up or thumbs down, and reports how many people flagged the review as helpful [8]. That is a credibility measure attached to a clean verdict [12], at a scale of roughly 986 reviews per game [1] and about 2.5 reviews per user across a nine-year window [2][3].
The motivating problem is one every operator with a feedback queue has. Helpfulness votes only become informative after enough reviews have accumulated and been rated by other customers, so the signal arrives late; the team's aim was to close that time lag by predicting helpfulness from features available immediately [9]. Reviews are also a working quality-monitoring instrument for the company itself, not just a purchase aid for customers [10]. So the same asymmetry applies internally. If your triage rule is that complaints from long-tenured power users go to the top of the pile, this study says the negative feedback other customers found most useful sat in the middle of the experience distribution, where expectations have formed but habituation has not [5].
Two limits are worth keeping in front of you. Helpfulness here means what other users voted for [8], which is a measure of persuasiveness, not accuracy. And this is one platform, one category, unsolicited reviews, binary verdicts [1][8]. Kellogg's own framing of the broader review ecosystem is unflattering - numerous, rote, and flooded with bots, which is why upvote buttons like Amazon's exist in the first place [11].
What to watch: whether the curve holds in categories without an objective usage meter, since most feedback systems cannot see how much of the product a reviewer actually consumed [8]. Also watch whether platforms start ranking reviews by predicted helpfulness rather than accumulated votes, which would change who gets read before anyone has voted [9].
Claim ledger
Ranked by verification strength, evidence, and original report placement.
- [1]
Kellogg School researchers analyzed 26.8 million reviews for 27,170 games written by 10.6 million unique users on the online-gaming platform Steam, covering October 2010 through October 2019.
- [2]
The researchers found a strong link between how much time a user spent playing a video game at the time of their review and how helpful other people found the review to be.
- [3]
The study was conducted by Nalin Shani, a PhD student at the Kellogg School, with Achal Bassamboo, a Kellogg professor of operations, and Maria Ibanez, an associate professor of operations at Kellogg.
- [4]
Among positive reviews, users with either the shortest or the longest playing time provided the most-helpful reviews; the researchers describe this as a U-shaped curve.
- [5]
Among negative reviews, users with a moderate amount of playing time wrote the most-helpful reviews; the researchers describe this as an inverted U-shaped curve.
- [6]
Shani: "Reviewer experience [with a product] is a very good signal. But it is not a uniform signal. It depends on the verdict of the review."
Sources & coverage · 1 publisher
The reporting this story was synthesized from, earliest first. Every link goes to the original.
- insight.kellogg.northwestern.eduAbraham KimAug 12Leveling Up the Helpfulness of Online Reviews
Additional citations
- Kellogg Insight
- Nalin Shani, quoted by Kellogg Insight
- Achal Bassamboo, quoted by Kellogg Insight



