应用机器学习评估对西班牙 Twitch 频道上视频游戏内容的情绪反应

IF 3.1 3区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Noemí Merayo , Rosalía Cotelo , Rocío Carratalá-Sáez , Francisco J. Andújar
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引用次数: 0

摘要

本研究首次探索了如何应用机器学习检测视频游戏流媒体频道中的情绪反应,特别是在使用最广泛的内容广播平台 Twitch 上。由于信息简短、缺乏上下文以及使用非正式语言,在游戏环境中,俚语、缩写、流行语和行话加剧了这一问题,因此很难分析游戏语境中的情感。首先,我们从西班牙视频游戏 Twitch 频道的聊天信息中创建了一个新颖的西班牙语语料库,并根据极性和情绪进行了人工标注。值得注意的是,这是第一个用于分析 Twitch 上社交反应的西班牙语语料库。其次,使用机器学习算法对极性和情绪进行分类,结果令人满意。这项工作所采用的方法包括三个主要步骤:(1)从西班牙流媒体频道中提取与游戏事件和游戏相关的 Twitch 聊天信息;(2)处理和选择信息以形成语料库,并手动标注极性和情绪;以及(3)在创建的语料库中应用机器学习模型检测极性和情绪。结果表明,基于变换器的双向编码器表示(BERT)模型在极性检测方面的准确率高达 78%,而深度学习和随机森林模型的准确率则在 70% 左右。在情感检测方面,BERT 模型表现最佳,准确率为 68%,其次是深度学习模型,准确率为 55%。值得注意的是,由于在 Twitch 等平台上视频游戏的复杂交流环境中对情绪的主观解读,情绪检测更具挑战性。监督学习技术的使用,加上严格的语料标注过程和随后的语料预处理方法,有助于减轻这些挑战,而且算法表现良好。研究的主要局限涉及类别和视频游戏表示的平衡。最后,必须强调的是,机器学习在视频游戏和 Twitch 上的整合是一种创新,它允许在流媒体频道上识别观众的情绪。这种创新可以带来诸多益处,如更好地了解观众情绪、改进内容和留住观众、提供个性化推荐以及检测聊天中的有毒行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Applying machine learning to assess emotional reactions to video game content streamed on Spanish Twitch channels

This research explores for the first time the application of machine learning to detect emotional responses in video game streaming channels, specifically on Twitch, the most widely used platform for broadcasting content. Analyzing sentiment in gaming contexts is difficult due to the brevity of messages, the lack of context, and the use of informal language, which is exacerbated in the gaming environment by slang, abbreviations, memes, and jargon. First, a novel Spanish corpus was created from chat messages on Spanish video game Twitch channels, manually labeled for polarity and emotions. It is noteworthy as the first Spanish corpus for analyzing social responses on Twitch. Secondly, machine learning algorithms were used to classify polarity and emotions offering promising evaluations. The methodology followed in this work consists of three main steps: (1) Extracting Twitch chat messages from Spanish streamers’ channels related to gaming events and gameplays; (2) Processing and selecting the messages to form the corpus and manually annotating polarity and emotions; and (3) Applying machine learning models to detect polarity and emotions in the created corpus. The results have shown that a Bidirectional Encoder Representation from Transformers (BERT) based model excels with 78% accuracy in polarity detection, while deep learning and Random Forest models reach around 70%. For emotion detection, the BERT model performs best with 68%, followed by deep learning with 55%. It is worth noting that emotion detection is more challenging due to the subjective interpretation of emotions in the complex communicative context of video gaming on platforms such as Twitch. The use of supervised learning techniques, together with the rigorous corpus labeling process and the subsequent corpus pre-processing methodology, has helped to mitigate these challenges, and the algorithms have performed well. The main limitations of the research involve category and video game representation balance. Finally, it is important to stress that the integration of machine learning in video games and on Twitch is innovative, by allowing the identification of viewers’ emotions on streamers’ channels. This innovation could bring benefits such as a better understanding of audience sentiment, improving content and audience retention, providing personalized recommendations and detecting toxic behavior in chats.

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来源期刊
Computer Speech and Language
Computer Speech and Language 工程技术-计算机:人工智能
CiteScore
11.30
自引率
4.70%
发文量
80
审稿时长
22.9 weeks
期刊介绍: Computer Speech & Language publishes reports of original research related to the recognition, understanding, production, coding and mining of speech and language. The speech and language sciences have a long history, but it is only relatively recently that large-scale implementation of and experimentation with complex models of speech and language processing has become feasible. Such research is often carried out somewhat separately by practitioners of artificial intelligence, computer science, electronic engineering, information retrieval, linguistics, phonetics, or psychology.
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