Sentiment analysis of player chat messaging in the video game StarCraft2: Extending a lexicon-based model
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Peer Reviewed
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Author (aut): Thompson, Joseph J.
Author (aut): Leung, Betty H.M.
Author (aut): Blair, Mark R.
Author (aut): Taboada, Maite
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| Abstract |
Abstract
There is a growing need for automated tools which make predictions about the positivity or negativity of sentiment conveyed by text. Such tools have a number of important applications in game user research. They are useful for understanding users generally, as they may give Big Data researchers access to a new source of information about player learning environments. Sentiment analysis methods are also applicable to the detection of toxicity, and the identification of players or player messages that are a potential threat to the player experience. A major challenge in sentiment analysis, however, is developing portable models that can be applied to new domains with relatively little effort. In the present study we extend a lexicon-based sentiment extractor, SO-CAL, to the analysis of instant messages across 1000 games of StarCraft 2. We show that, with updates to dictionary entries that are tailored to the classification task at hand, SO-CAL constitutes a respectable classifier of sentiment and toxicity that is robust across differences in player region and league. We verify the performance of our toxicity detector against a sample of 2025 additional games. Our results support the proposal that lexicon-based sentiment extraction is a useful and portable method of sentiment analysis, and that it can be deployed to identify toxicity.
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Volume 137
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DOI
10.1016/j.knosys.2017.09.022
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0950-7051
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Use and Reproduction
© 2017. Elsevier.
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Keywords
sentiment analysis
video game chat
instant messaging
toxicity
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