| | 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 |
| | ClueMeIn: Obtaining More Specific Image Labels Through a Game
Christopher Harris |
| | Cipher: A Prototype Game-with-a-Purpose for Detecting Errors in Text
Liang Xu and Jon Chamberlain |
| | Game Design Evaluation of GWAPs for Collecting Word Associations
Mathieu Lafourcade and Le Brun Nathalie |
| | The Challenge of the TV game La Ghigliottina to NLP
Federico Sangati, Antonio Pascucci and Johanna Monti |
| | A 3D Role-Playing Game for Abusive Language Annotation
Federico Bonetti and Sara Tonelli |
| | Designing a GWAP for Collecting Naturally Produced Dialogues for Low Resourced Languages
Zulipiye Yusupujiang and Jonathan Ginzburg |
| | CALLIG: Computer Assisted Language Learning using Improvisation Games
Luís Morgado da Costa and Joanna Ut-Seong Sio |
| | Bringing Roguelikes to Visually-Impaired Players by Using NLP
Jesús Vilares, Carlos Gómez-Rodríguez, Luís Fernández-Núñez, Darío Penas and Jorge Viteri |
| | Demonstration of a Serious Game for Spoken Language Experiments - GDX
Daniel Duran and Natalie Lewandowski |
| | Aggregation Driven Progression System for GWAPs
Osman Doruk Kicikoglu, Richard Bartle, Jon Chamberlain, Silviu Paun and Massimo Poesio |
| | 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 |