Game-Changing Event Definition and Detection in an eSports Corpus Emily Grace Olshefski Montclair State University 1 Normal Avenue Montclair, NJ 07043, USA
[email protected] Abstract corpora. For example, the Manually Annotated Sub- Corpus (American National Corpus Project) con- Despite the growing cultural presence of eS- tains multiple genres of entertainment, like fiction, ports, no corpus contains this genre of en- essays, and movie scripts. eSports, like film, is a tertainment. This paper presents how a pre- liminary corpus was created from broadcast multi-billion dollar industry that is growing rapidly, speech from a professional game of the eSport and by collecting data for eSports other corpora Counter-Strike: Global Offensive (CS:GO). can become representative of emerging language The corpus was initially annotated follow- use. While projects such as FrameNet (International ing the Automatic Contact Extraction (ACE) Computer Science Institute) and other genre spe- event subtype definitions for game-changing cific corpora like GENIA (Kim et al., 2005), a bio- events: deaths, injuries, and attacks. Event textmining corpus, have undergone extensive event subtype definitions were modified for fur- ther annotation to detect a wider range of annotation, eSports has not been included in prior game-changing events otherwise not defined event annotation work, and doing so may provide by ACE. A high degree of inter-annotator insight into event detection and definition. agreement for most event subtypes suggests This paper aims to explain how a preliminary eS- that modifying event subtype definitions for ports corpus was created from the speech of eSports an eSports corpus is necessary to detect the broadcasters who provide play-by-play and color breadth of game-changing events.