Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim
Thérèse Bergsma, Judith van Stegeren, Mariët Theune
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.- Anthology ID:
- 2020.gamnlp-1.1
- Volume:
- Workshop on Games and Natural Language Processing
- Month:
- May
- Year:
- 2020
- Address:
- Marseille, France
- Venues:
- GAMESandNLP | LREC | WS
- SIG:
- Publisher:
- European Language Resources Association
- Note:
- Pages:
- 1–9
- URL:
- https://www.aclweb.org/anthology/2020.gamnlp-1.1
- DOI:
- PDF:
- https://www.aclweb.org/anthology/2020.gamnlp-1.1.pdf
You can write comments here (and agree to place them under CC-by). They are not guaranteed to stay and there is no e-mail functionality.