Pervasive sensing of people's opinions is becoming critical in strategic decision processes, as it may be helpful in identifying problems and strengthening strategies. A recent research trend is to understand users' opinions through a sentiment analysis of contents published in the Twitter platform. This approach involves two challenges: the large volume of available data and the large variety of used languages combined with the brevity of texts. The former makes manual analysis unreasonable, whereas the latter complicates any type of automatic analysis. Since sentiment analysis is a difficult process for computers, but it is quite simple for humans, in this article we transform the sentiment analysis process into a game. Indeed, we consider the game with a purpose approach and we propose a game that involves users in classifying the polarity (e.g., positive, negative, neutral) and the sentiment (e.g., joy, surprise, sadness, etc.) of tweets. To evaluate the proposal, we used a dataset of 52,877 tweets, we developed a Web-based game, we invited people to play the game, and we validated the results through a ground-truth approach. The experimental assessment showed that the game approach is effective in measuring people' sentiments and also highlighted that participants liked to play the game.
|Data di pubblicazione:||2018|
|Titolo:||Sentiment analysis and Twitter: a game proposal,|
|Autore/i:||Furini, Marco; Montangero, Manuela|
|Codice identificativo Scopus:||2-s2.0-85050598518|
|Citazione:||Sentiment analysis and Twitter: a game proposal, / Furini, Marco; Montangero, Manuela. - In: PERSONAL AND UBIQUITOUS COMPUTING. - ISSN 1617-4909. - 22:4(2018), pp. 771-785.|
|Tipologia||Articolo su rivista|
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