Analysis of self-tagging during conversational chat in multilingual gaming simulation

Taishi Nose, Reiko Hishiyama
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引用次数: 5

Abstract

A multilingual gaming simulation is suggested as the basis of an experiment by which we discuss complex problems such as global civics or environmental problems. Assigning tags is a very important way to analyze this experiment. However, assigning tags has a cost that is too large for analysts. In this study, we suggest and introduce a method for participants to voluntarily self-tag, focusing on gamification and crowdsourcing. As a result, we verified that it is possible for analysts to reduce the tagging cost when analyzing and to analyze results more accurately.
多语言游戏模拟会话聊天中的自标记分析
多语言游戏模拟是我们讨论复杂问题(如全球公民或环境问题)的实验基础。分配标签是分析该实验的重要方法。然而,分配标签的成本对于分析人员来说太大了。在本研究中,我们建议并引入一种参与者自愿自我标签的方法,重点是游戏化和众包。因此,我们验证了分析人员在分析时可以减少标记成本,并且可以更准确地分析结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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