Rating generation of video games using sentiment analysis and contextual polarity from microblog

bracu.type.groupResearch Publications
datacite.rightsMetadata Only
dc.contributor.authorChakraborty, Shandro
dc.contributor.authorMobin, Iftekharul
dc.contributor.authorRoy, Abhijeet
dc.contributor.authorKhan, Mobtasim Hasan
dc.contributor.departmentDepartment of Computer Science and Engineering
dc.date.accessioned2026-08-16T11:11:20Z
dc.date.available2026-08-16T11:11:20Z
dc.date.issued2018-12-01
dc.description.abstractIn these days people tend to check reviews and ratings of video games before spending money and time for a game. This paper proposes a new model of sentiment analysis for video game's reviews. In the proposed model, video game's rating will be generated by doing sentiment analysis on public opinion data from Micro-blog site, Twitter. To segregate users' sentiment Naïve Bayes, Support Vector Machine, Logistic Regression and Stochastic Gradient Descent machine learning algorithms were used. This algorithms themselves were trained and tested on the Amazon game review dataset before doing sentiment analysis on Twitter Data. Furthermore, customized classifiers model was implemented which acted as voting classifiers to determine contextual polarity. This voting classifier takes results of other algorithms into account and select the best one which can obtain the most number of votes. Before implementing the classifiers, data pre pro-processing had been performed for accurate sentiment analysis. This process ensures higher accuracy for generating review ratings and distinguishing users' sentiment. Finally, algorithm's accuracy results are analyzed in vivid details. Analysis showed that our proposed technique outperforms others.
dc.description.versionPublished
dc.format.extent157-161
dc.identifier.citationS. Chakraborty, I. Mobin, A. Roy and M. H. Khan, "Rating Generation of Video Games using Sentiment Analysis and Contextual Polarity from Microblog," 2018 International Conference on Computational Techniques, Electronics and Mechanical Systems (CTEMS), Belgaum, India, 2018, pp. 157-161, doi: 10.1109/CTEMS.2018.8769149.
dc.identifier.doi10.1109/CTEMS.2018.8769149
dc.identifier.issn9781538677094
dc.identifier.other2-s2.0-85070375224
dc.identifier.urihttps://hdl.handle.net/10361/29165
dc.language.isoen_US
dc.publisherInstitute of Electrical and Electronics Engineers Inc.
dc.relation.hasversion10.1109/CTEMS.2018.8769149
dc.relation.ispartofProceedings of the International Conference on Computational Techniques Electronics and Mechanical Systems Ctems 2018
dc.relation.ispartofseriesProceedings of the International Conference on Computational Techniques Electronics and Mechanical Systems Ctems 2018
dc.relation.urihttps://ieeexplore.ieee.org/document/8769149
dc.subjectSentiment analysis
dc.subjectTwitter
dc.subjectClassification algorithms
dc.subjectMachine learning algorithms
dc.subjectAnalytical models
dc.subjectFeature extraction
dc.subjectVoting classifier
dc.subjectText analysis
dc.subjectRecommendation system
dc.subjectMachine learning
dc.subjectData mining
dc.subject.lcshNatural language processing (Computer science).
dc.titleRating generation of video games using sentiment analysis and contextual polarity from microblog
dc.typeConference Proceeding
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.affiliation.nameBRAC University
person.identifier.scopus-author-id57210339066
person.identifier.scopus-author-id55545997800
person.identifier.scopus-author-id57210342187
person.identifier.scopus-author-id57210344216

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