Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim

Thérèse Bergsma, Judith van Stegeren, Mariet Theune

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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 languageEnglish
Title of host publicationProceedings of the LREC 2020 Workshop Games and Natural Language Processing
EditorsStephanie M. Lukin
Place of PublicationMarseille, France
PublisherEuropean Language Resources Association (ELRA)
Pages1-9
ISBN (Print)979-10-95546-60-3
Publication statusPublished - May 2020
Event5th Games and Natural Language Processing Workshop, GAMNLP 2020 - Marseille, France
Duration: 11 May 202011 May 2020
Conference number: 5

Workshop

Workshop5th Games and Natural Language Processing Workshop, GAMNLP 2020
Abbreviated titleGAMNLP 2020
Country/TerritoryFrance
CityMarseille
Period11/05/2011/05/20

Keywords

  • Sentiment analysis
  • sentiment lexicon
  • ANEW
  • Video games
  • Dialogue
  • Skyrim
  • The Elder Scrolls
  • E-ANEW

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