@inproceedings{bergsma-etal-2020-creating,
title = "Creating a Sentiment Lexicon with Game-Specific Words for Analyzing {NPC} Dialogue in The Elder Scrolls {V}: Skyrim",
author = {Bergsma, Th{\'e}r{\`e}se and
van Stegeren, Judith and
Theune, Mari{\"e}t},
editor = "Lukin, Stephanie M.",
booktitle = "Workshop on Games and Natural Language Processing",
month = may,
year = "2020",
address = "Marseille, France",
publisher = "European Language Resources Association",
url = "https://aclanthology.org/2020.gamnlp-1.1",
pages = "1--9",
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.",
language = "English",
ISBN = "979-10-95546-40-5",
}
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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.</abstract>
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%0 Conference Proceedings
%T Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim
%A Bergsma, Thérèse
%A van Stegeren, Judith
%A Theune, Mariët
%Y Lukin, Stephanie M.
%S Workshop on Games and Natural Language Processing
%D 2020
%8 May
%I European Language Resources Association
%C Marseille, France
%@ 979-10-95546-40-5
%G English
%F bergsma-etal-2020-creating
%X 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.
%U https://aclanthology.org/2020.gamnlp-1.1
%P 1-9
Markdown (Informal)
[Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim](https://aclanthology.org/2020.gamnlp-1.1) (Bergsma et al., GAMESandNLP 2020)
ACL