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

2020-05-01 · LREC 2020 5 · Th{\'e}r{\`e}se Bergsma, Judith van Stegeren, Mari{\"e}t Theune

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.

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Sentiment Analysis

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