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Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim Thérèse Bergsma, Judith van Stegeren and Mariët Theune |
pp. 1‑9 |
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ClueMeIn: Obtaining More Specific Image Labels Through a Game Christopher Harris |
pp. 10‑16 |
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Cipher: A Prototype Game-with-a-Purpose for Detecting Errors in Text Liang Xu and Jon Chamberlain |
pp. 17‑25 |
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Game Design Evaluation of GWAPs for Collecting Word Associations Mathieu Lafourcade and Le Brun Nathalie |
pp. 26‑33 |
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The Challenge of the TV game La Ghigliottina to NLP Federico Sangati, Antonio Pascucci and Johanna Monti |
pp. 34‑38 |
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A 3D Role-Playing Game for Abusive Language Annotation Federico Bonetti and Sara Tonelli |
pp. 39‑43 |
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Designing a GWAP for Collecting Naturally Produced Dialogues for Low Resourced Languages Zulipiye Yusupujiang and Jonathan Ginzburg |
pp. 44‑48 |
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CALLIG: Computer Assisted Language Learning using Improvisation Games Luís Morgado da Costa and Joanna Ut-Seong Sio |
pp. 49‑58 |
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Bringing Roguelikes to Visually-Impaired Players by Using NLP Jesús Vilares, Carlos Gómez-Rodríguez, Luís Fernández-Núñez, Darío Penas and Jorge Viteri |
pp. 59‑67 |
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Demonstration of a Serious Game for Spoken Language Experiments - GDX Daniel Duran and Natalie Lewandowski |
pp. 68‑78 |
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Aggregation Driven Progression System for GWAPs Osman Doruk Kicikoglu, Richard Bartle, Jon Chamberlain, Silviu Paun and Massimo Poesio |
pp. 79‑84 |
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Automatic Annotation of Werewolf Game Corpus with Players Revealing Oneselves as Seer/Medium and Divination/Medium Results Youchao Lin, Miho Kasamatsu, Tengyang Chen, Takuya Fujita, Huanjin Deng and Takehito Utsuro |
pp. 85‑93 |