Challenges in Designing Games with a Purpose for Abusive Language Annotation

Federico Bonetti, Sara Tonelli


Abstract
In this paper we discuss several challenges related to the development of a 3D game, whose goal is to raise awareness on cyberbullying while collecting linguistic annotation on offensive language. The game is meant to be used by teenagers, thus raising a number of issues that need to be tackled during development. For example, the game aesthetics should be appealing for players belonging to this age group, but at the same time all possible solutions should be implemented to meet privacy requirements. Also, the task of linguistic annotation should be possibly hidden, adopting so-called orthogonal game mechanics, without affecting the quality of collected data. While some of these challenges are being tackled in the game development, some others are discussed in this paper but still lack an ultimate solution.
Anthology ID:
2021.hcinlp-1.10
Volume:
Proceedings of the First Workshop on Bridging Human–Computer Interaction and Natural Language Processing
Month:
April
Year:
2021
Address:
Online
Editors:
Su Lin Blodgett, Michael Madaio, Brendan O'Connor, Hanna Wallach, Qian Yang
Venue:
HCINLP
SIG:
Publisher:
Association for Computational Linguistics
Note:
Pages:
60–65
Language:
URL:
https://aclanthology.org/2021.hcinlp-1.10
DOI:
Bibkey:
Cite (ACL):
Federico Bonetti and Sara Tonelli. 2021. Challenges in Designing Games with a Purpose for Abusive Language Annotation. In Proceedings of the First Workshop on Bridging Human–Computer Interaction and Natural Language Processing, pages 60–65, Online. Association for Computational Linguistics.
Cite (Informal):
Challenges in Designing Games with a Purpose for Abusive Language Annotation (Bonetti & Tonelli, HCINLP 2021)
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PDF:
https://aclanthology.org/2021.hcinlp-1.10.pdf