An Analysis of Abusive Language Data Collected through a Game with a Purpose
In this work we present an analysis of abusive language annotations collected through a 3D video game. With this approach, we are able to involve in the annotation teenagers, i.e. typical targets of cyberbullying, whose data are usually not available for research purposes. Using the game in the framework of educational activities to empower teenagers against online abuse we are able to obtain insights into how teenagers communicate, and what kind of messages they consider more offensive. While players produced interesting annotations and the distributions of classes between players and experts are similar, we obtained a significant number of mismatching judgements between experts and players.
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