2016
DOI: 10.1007/978-3-319-44748-3_35
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Expressing Sentiments in Game Reviews

Abstract: Abstract. Opinion mining and sentiment analysis are important research areas of Natural Language Processing (NLP) tools and have become viable alternatives for automatically extracting the affective information found in texts. Our aim is to build an NLP model to analyze gamers' sentiments and opinions expressed in a corpus of 9750 game reviews. A Principal Component Analysis using sentiment analysis features explained 51.2 % of the variance of the reviews and provides an integrated view of the major sentiment … Show more

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Cited by 6 publications
(5 citation statements)
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“…Ruseti et al [10] used traditional support vector machine, multinomial Naive-Bayes, and deep neural networks (DNN) for triple classification of pre-processed game review texts. Secui et al [11] analyzed 9750 reviews using their own constructed model. Eight affective components were identified using a Principal Component Analysis (PCA) and a Discriminant Function Analysis based on the emerging components classified game reviews into three categories with a 55% accuracy.…”
Section: Sentiment Analysis Of Game Reviewsmentioning
confidence: 99%
“…Ruseti et al [10] used traditional support vector machine, multinomial Naive-Bayes, and deep neural networks (DNN) for triple classification of pre-processed game review texts. Secui et al [11] analyzed 9750 reviews using their own constructed model. Eight affective components were identified using a Principal Component Analysis (PCA) and a Discriminant Function Analysis based on the emerging components classified game reviews into three categories with a 55% accuracy.…”
Section: Sentiment Analysis Of Game Reviewsmentioning
confidence: 99%
“…For the experiments, we used a game reviews dataset containing context textual data posted on the MetaCritic website (https://www.metacritic.com/, accessed on 28 September 2021). The original version of this dataset is presented in [39] and improved in [40]. From the dataset, we use only the reviews and the polarity assigned for each review, although the collected raw data also contain other information.…”
Section: Datasetmentioning
confidence: 99%
“…In both experimental and observational research, the linguistic tags used online correlate with actions such as levels of adult playfulness (Proyer & Brauer, 2018), the stress level of academics based on their publications (Ratsamy et al, 2018), and learning outcomes in online courses (Lee & Recker, 2018). Focused on game communities, however, psycholinguistic and linguistic markers can also be used to estimate player enjoyment during gameplay (Secui et al, 2016).…”
Section: Communities Within Social Mediamentioning
confidence: 99%
“…Linguistic markers have also been used in research to identify participants with negative dysfunctional dispositions on Facebook (Akhtar et al, 2018), the growth of racist intent on forums (Bäck et al, 2018), or even the behavior of Twitter users with influenza (Flekova et al, 2018). In the domain of social media, his approach can also be used to estimate whether or not a player enjoyed playing a game (Secui et al, 2016). In gaming, the majority of the research in this area is retrospective and correlative.…”
Section: Introductionmentioning
confidence: 99%