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

机译:创建带有游戏特定单词的情感词典,以分析上古卷轴五中的NPC对话:天际

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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.
机译:基于规则的情感分析系统的弱点是,底层情感词典通常不适合我们要分析的文本领域。我们基于E-ANEW单词列表和Skyrim游戏中文档的数据集为视频游戏Skyrim创建了特定于游戏的情感词典。我们使用词典和E-ANEW来计算NPC对话的情感等级,并将得出的情感等级与人类评级者的情感等级进行比较。两种词汇在我们的评估对话中的表现均相当好,但特定于游戏的扩展在对话部分的主导维度和完整对话的唤醒维度上的表现要好一些。据我们所知,这是情感分析词典第一次适应视频游戏领域。

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