The rules that we used to perform blocking was based on the Developer of the video game, the platform of the game, and the name of the game. The intuition behind this decision was that was developers only make a couple of games per year for each console, so the total number of games per developer (possible matches) would be small. To perform blocking, we split the name of each game into tokens. We then removed stop words such as "of" and "game" to avoid common collisions. We built an inverted index on the name attribute and only matched games that contained a common word. We then tested the game's platform to make sure it had the same platform. If it did, we attempted to block on the developer. Otherwise, the game was deemed not a match. To block on the developer, we performed a similar task to blockng on names. We split the developer into tokens and eliminated stop words such as "Inc" and "Ltd". We built an inverted index on the remaining tokens of the developer attribute. Using this inverted index, we matched games that had a similar platform, developer, and shared at least one common word in the name. If the game did not have a developer list, we simply matched it with all games that had the same platform and shared at least one word in the name of the game.