Foundations of statistical natural language processing
Foundations of statistical natural language processing
The measurement of readability: useful information for communicators
ACM Journal of Computer Documentation (JCD)
Distributional similarity models: clustering vs. nearest neighbors
ACL '99 Proceedings of the 37th annual meeting of the Association for Computational Linguistics on Computational Linguistics
Computational Linguistics
Sentiment Regression: Using Real-Valued Scores to Summarize Overall Document Sentiment
ICSC '08 Proceedings of the 2008 IEEE International Conference on Semantic Computing
Opinion Mining and Sentiment Analysis
Foundations and Trends in Information Retrieval
Characterizing and understanding game reviews
Proceedings of the 4th International Conference on Foundations of Digital Games
Get out the vote: determining support or opposition from congressional floor-debate transcripts
EMNLP '06 Proceedings of the 2006 Conference on Empirical Methods in Natural Language Processing
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
The aesthetics of gameplay: a lexical approach
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
More than words: Social networks' text mining for consumer brand sentiments
Expert Systems with Applications: An International Journal
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Natural language processing (NLP) is a field of computer science and linguistics devoted to creating computer systems that use human (natural) language as input and/or output. The authors propose that NLP can also be used for game studies research. In this article, the authors provide an overview of NLP and describe some research possibilities that can be explored using NLP tools and techniques. The authors discuss these techniques by performing three different types of NLP analyses of a significant corpus of online videogame reviews: (a) By using techniques such as word and syllable counting, the authors analyze the readability of professionally written game reviews, finding that, across a variety of indicators, game reviews are written for a secondary education reading level; (b) the authors analyze hundreds of thousands of user-submitted game reviews using part-of-speech tagging, parsing, and clustering to examine how gameplay is described. The findings of this study in this area highlight the primary aesthetics elements of gameplay according to the general public of game players; and (c) the authors show how sentiment analysis, or the classification of opinions and feelings based on the words used in a text and the relationship between those words, can be used to explore the circumstances in which certain negatively charged words may be used positively and for what reasons in the domain of videogames. The authors conclude with ideas for future research, including how NLP can be used to complement other avenues of inquiry.