Abstract
A weak point of rule-based sentiment analysis systems is that the underlying sentiment lexicons are often not adapted to the domain of the text we want to analyze. We created a game-specific sentiment lexicon for video game Skyrim based on the E-ANEW word list and a dataset of Skyrim's in-game documents. We calculated sentiment ratings for NPC dialogue using both our lexicon and E-ANEW and compared the resulting sentiment ratings to those of human raters. Both lexicons perform comparably well on our evaluation dialogues, but the game-specific extension performs slightly better on the dominance dimension for dialogue segments and the arousal dimension for full dialogues. To our knowledge, this is the first time that a sentiment analysis lexicon has been adapted to the video game domain.
Original language | English |
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Title of host publication | Proceedings of the LREC 2020 Workshop Games and Natural Language Processing |
Editors | Stephanie M. Lukin |
Place of Publication | Marseille, France |
Publisher | European Language Resources Association (ELRA) |
Pages | 1-9 |
ISBN (Print) | 979-10-95546-60-3 |
Publication status | Published - May 2020 |
Event | 5th Games and Natural Language Processing Workshop, GAMNLP 2020 - Marseille, France Duration: 11 May 2020 → 11 May 2020 Conference number: 5 |
Workshop
Workshop | 5th Games and Natural Language Processing Workshop, GAMNLP 2020 |
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Abbreviated title | GAMNLP 2020 |
Country/Territory | France |
City | Marseille |
Period | 11/05/20 → 11/05/20 |
Keywords
- Sentiment analysis
- sentiment lexicon
- ANEW
- Video games
- Dialogue
- Skyrim
- The Elder Scrolls
- E-ANEW