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Localisation Sentiment Analysis
Best practices and challenges
Demid Tishin
dtishin@gmail.com
Contents
•Rationale for localisation sentiment analysis
•Research scope, assumptions & limitations
•Parsing
•Marking
•Validating marks
•Calculating scores & benchmarking
•Some findings from the ranking
•Correlation with earlier research
•Automation of loc sentiment analysis
•Key takeaways
•Discussion
Rationale for localisation sentiment analysis
•Gather additional data for workflow and
vendor management improvement.
•Identify localisation quality advocates from
other game developers & team up.
•Select benchmark content for localisation
quality evaluation systems.
Better game localisation quality!*
*Not guaranteed. Results may vary.
Scope, assumptions & limitations
•PC (Steam) titles; no physical distribution.
•Games with 1M+ global owners as of May 2018 that
have a Russian version – total 267 titles
(non-random sampling).
•Reviews in Russian.
•“Most recent” and “Most helpful (all time)” reviews,
cap ≈ 200K entries.
•All non-specific sentiments are assumed to be about
main game (not the DLCs).
•All DLC-specific sentiment excluded.
•No localisation sentiment is treated as neutral
localisation sentiment.
Localisation sentiment analysis workflow
Update
rules
Parse
Validate
Mark
Calculate
Analyse
Initial rules
•Used wildcards (locali*)
•Used both Cyrillic and Latin script.
•перевод|perevod|переве|pereve|локализ|lokaliz|
русск|russk|язык|yazik|озвуч|ozvuch|дубляж|dubly|
субтитр|subtitr|опечат|opechat|граммат|grammat|
орфогр|orfogr|пунктуац|punkt|текст|tekst
Parsing
•Steam: steam-scraper data scraper (Python) – number of
available reviews limited by Steam; speed ≈1,000 reviews
per minute (depends on reviews size).
• For mobile platforms we use google-play-scraper (Javascript)
(4,400 reviews per language per game; standard quotas 50,000
server requests per day, 10 requests per second, cooldown 1
hour) and app-store-scraper (Javascript) – 500 reviews per
territory, ≈5,000 reviews per minute.
•Deleted duplicates (need to ignore “page”, “page order”,
“date” and “username” fields).
•Extracted reviews with keywords (Notepad++ regular
expressions).
Validating data
•Check for false positives on a small batch of data →
prepare a blacklist of keywords (exceptions).
e.g. “text” but not “texture”
e.g. “Russian” but not “Russian servers”
•“Grammar”, “punctuation”, “typo” – highly noisy
keywords (players refer to their own writing).
1M
reviews
30K
with
keywords
17K
relevant
Marking localisation sentiment
• One review – One mark.
• Separate markers for presence (Y), absence (N) and
quality (- / +), as well as a neutral marker (0).
• Separate markers for VO (V, EV, RV) and Loc (L).
• Localisation and VO mentioned – mark localisation.
• Negative and positive sentiment – mark negative.
• Sentiment about marketing assets only – ignore.
• Sarcasm obvious – mark negative.
• Sentiment about DLC only – ignore.
• Sentiment about non-Steam version – ignore.
• Sentiment about technical problems – ignore.
• Manual marking output: 4-5 reviews per minute.
Marking localisation sentiment (example)
Calculating localisation sentiment scores
•User noted positive quality of loc = +1
•User noted negative quality of loc = -1
•User noted presence of loc = +1
•User noted positive quality of Rus. VO = +1
•User noted negative quality of Rus. VO = -1
•User noted presence of Rus. VO = +1 (only if Steam
shows availability of Russian VO)
•User noted absence of Rus. VO = -1 (only if Steam
shows unavailability of Russian VO)
•All other marks (voiceover sentiment with
unspecified language, unclear sentiment etc) = 0
•Reviews with no localisation sentiment = 0
Calculating localisation sentiment scores
• 𝑆𝑒𝑛𝑡𝑖𝑚𝑒𝑛𝑡 𝑠𝑐𝑜𝑟𝑒 =
σ(+1) + σ(−1)
𝑇𝑜𝑡𝑎𝑙 𝑟𝑒𝑣𝑖𝑒𝑤𝑠 𝑝𝑎𝑟𝑠𝑒𝑑
•Not an absolute score: 0 does not signify a truly
neutral localisation sentiment, since users might be
X times more likely to express a negative sentiment
than a positive sentiment.
•Useful for comparing games against each other, or
different stages of the same product.
•Validation of the score:
Confidence interval of the “total reviews parsed”
sample (in the total estimated number of Russian
players) for the title should be at least 3x less than
the share of all localisation sentiments in the
sample! → 104 titles (of 267 marked).
Preparing a ranking of titles
•Parameters in order of importance:
1. Localisation sentiment score.
2. Share of positive sentiments in total.
3. “Net promoter score”: σ(+1) − σ −1
•4 states for parameters 1 and 2, depending on
where the value lies on the range across all
titles in the ranking:
Loc sentiment ranking of titles (snapshot)
Top 22 titles by % positive sentiment (highest first)*
• Kerbal Space Program
• DOOM
• Stardew Valley
• Tomb Raider
• The Witcher 2: Assassins of
Kings Enhanced Edition
• Titan Quest Anniversary Edition
• Neverwinter
• Trine 2: Complete Story
• Torchlight II
• Left 4 Dead 2
• Hitman: Absolution
• Alien: Isolation
• Game Dev Tycoon
• POSTAL 2
• Far Cry 3
• Everlasting Summer
• Team Fortress 2
• Portal 2
• Mafia II
• Mirror's Edge
• The Elder Scrolls V: Skyrim
• Tom Clancy’s The Division
*benchmark – 80%
Bottom 22 titles by % positive sentiment (lowest first)
• Line of Sight
• XCOM 2
• Total War: WARHAMMER II
• Sid Meier’s Civilization VI
• Fallout 4
• Warhammer: Vermintide 2
• HITMAN
• Sleeping Dogs: Definitive
Edition
• L.A. Noire
• Max Payne 3
• Grand Theft Auto V
• Chivalry: Medieval Warfare
• Total War: ATTILA
• Loadout
• SMITE
• Dead Space 2
• Mad Max
• Dying Light
• Batman: Arkham Origins
• Wolfenstein: The New Order
• Alan Wake
• Warhammer: End Times -
Vermintide
What is the sentiment benchmark?
Share of positive loc sentiments = 80%
Weighted loc sentiment score = +0.01
• These are the average sentiment scores for titles that ranked
high in our 2016 survey of players (avg 90%) and were
present in both data sets (2016 and 2018).
• The 90% cut-off point for 2016 survey is to include all titles by
Blizzard, which was selected for its unbeatably consistent
scores (lowest score = Overwatch, 92%)
• More sensitive to loc: Strategy, Adventure, RPG
• Less sensitive to loc: MMO, Action, Simulation, Casual
How does self-publishing affect
localisation sentiment?
Positive sentiments
(Mean average)
Loc sentiment
score
Self-published titles
(incl. by internal
studios) 44% -0.0028
Titles with dedicated
external publisher 56% 0.0020
Other findings (treat with caution)
• Some correlation was observed between loc sentiment and
share of Russian players in the game’s audience:
Positive loc sentiment > 66% → 12% players were Russian
Positive loc sentiment < 33% → 9% players were Russian.
• No correlation was observed between Russian user score
and availability of Russian VO.
• Players’ localisation sentiment (share of positive
sentiments) is generally independent of whether they
recommend the game or not (Russian user score); same for
userscore in the sample of localisation-related reviews.
•Median variation from 2018 data ≈ 16% ☺
Automation: initial approach
•Divide all manually marked reviews into 2 sets – positive
and negative → Extract specific collocations of 2-6
words → update rules.
•Didn’t work:
1. Attribute word(s) often separated from the keyword.
2. Multiple grammatical forms / affixes.
3. Chains of attributes and keywords, endless variations:
Очень разочаровал русский перевод в игре: ошибки в
текстовых словах ( даже в интерфейсе), ошибки в
переводе, в озвучке повторяются слова и звучат
банально, и дословно, в общем получаем мы
нелепую озвучку и перевод игры в целом.
Automation: search rules and keywords
•Working approach: Keyword base + Attribute base
(before / after the keyword) separated by 25 characters
(max.)
•≈ Pareto distribution of keyword frequency. The vast
majority of sentiments have any of the 6 keywords:
локализ, перев, русск, озвуч, дубляж, субтитр
•Non-linear correlation between number of dictionary
entries and resulting accuracy:
перевод, перевед, перевел, перевест (4 bases) can be
reduced to перев (1 base) with accuracy loss ≈5%
Automation: attribute words
•Manually compiled 2 dictionaries of most frequent
attribute bases (negative and positive).
•Validated each attribute to ensure accuracy:
• If the proportion of frequencies in negative : positive data
sets is less than 2:1 (or 1:2) → remove.
• If the frequency in the false positives data set is considerably
higher than in two other data sets combined → remove.
•If a review contains both positive and negative templates
→ mark as both positive and negative sentiment.
Automation: tips & tricks
• Complex sentences with contrasted parts and punctuation
signs can lead to a false positive:
"русская локализация радует, но сюжет плохой".
Blacklisting all templates with punctuation signs marginally
improves accuracy (by 1-2%).
Automation: tips & tricks
• When multiple collocations have been detected in a review →
compare if any of the collocations include the others →
remove the mark for the inner one:
Хорошая русская локализация
Automation: tips & tricks
• Delete the space before the attribute and check for a negation
prefix (“non-”) or particle (“not”) → invert the mark.
Игра переведена не полностью
• This also helps to remove redundant terms from the
dictionaries.
Automation: training approaches (pick 1)
Find all
sentiments
(and a lot of
noise)
Find most
sentiments
(with minimum
noise)
Automation: KPIs
•Machine competence = % correct : % inverted (≈ 8:1)
60% identified correctly by machine
(target = 80%)
7% inverted
33% not identified by machine
Human marks
Machine marks
33% noise (false positives)
Other challenges
• Keyword ambiguity: the Russian term “озвучка” usually
means “voice over” or “voice acting”, but can also mean
“sound design”.
• Typically the player mentions “voice over” without specifying
if she meant Russian VO, English acting or something else.
How you interpret these depends on the purpose of your
analysis.
• Negative sentiment machine is harder to optimise (people
tend to use negative words more and combine them freely).
• Detecting sarcasm is hard.
• Complaints about absence of VO = negative loc sentiment?
Key takeaways
• Two meaningful sentiment scores – % positive and weighted.
• Benchmarks for localisation sentiment are 80% (% positive)
and 0.01 (weighted score).
• High % of loc-related reviews (> 1%) and high overall no. of
any reviews (> 2,000) are important for validity.
• Strategy, Adventure and RPG are more sensitive to
localisation than MMO, Action, Simulation and Casual.
• Some AAA developers and publishers are consistently better
than others. Self-published titles generally have worse loc
sentiment.
• Machine identifies at least 67% loc sentiments compared to a
human, with at least 8:1 accuracy and 33% noise. Accuracy
can be futher improved.
Our research team
Demid Tishin
founding partner
www.allcorrectgames.com
More research here! www.slideshare.net/dtishin
Need customised analysis? dtishin@gmail.com
Dmitry Arthur Denis Demid
• Do you measure players’ localisation sentiment?
• What challenges do you face on the way?
• What actions do you take based on the findings?
• E.g. revise localisation workflow, vendor pool, etc.
• How do you automate it?
• What are your benchmarks?
• How do you factor player sentiment in your
localisation quality evaluation systems?

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Localisation sentiment analysis - best practices and challenges

  • 1. Localisation Sentiment Analysis Best practices and challenges Demid Tishin dtishin@gmail.com
  • 2. Contents •Rationale for localisation sentiment analysis •Research scope, assumptions & limitations •Parsing •Marking •Validating marks •Calculating scores & benchmarking •Some findings from the ranking •Correlation with earlier research •Automation of loc sentiment analysis •Key takeaways •Discussion
  • 3. Rationale for localisation sentiment analysis •Gather additional data for workflow and vendor management improvement. •Identify localisation quality advocates from other game developers & team up. •Select benchmark content for localisation quality evaluation systems. Better game localisation quality!* *Not guaranteed. Results may vary.
  • 4. Scope, assumptions & limitations •PC (Steam) titles; no physical distribution. •Games with 1M+ global owners as of May 2018 that have a Russian version – total 267 titles (non-random sampling). •Reviews in Russian. •“Most recent” and “Most helpful (all time)” reviews, cap ≈ 200K entries. •All non-specific sentiments are assumed to be about main game (not the DLCs). •All DLC-specific sentiment excluded. •No localisation sentiment is treated as neutral localisation sentiment.
  • 5. Localisation sentiment analysis workflow Update rules Parse Validate Mark Calculate Analyse
  • 6. Initial rules •Used wildcards (locali*) •Used both Cyrillic and Latin script. •перевод|perevod|переве|pereve|локализ|lokaliz| русск|russk|язык|yazik|озвуч|ozvuch|дубляж|dubly| субтитр|subtitr|опечат|opechat|граммат|grammat| орфогр|orfogr|пунктуац|punkt|текст|tekst
  • 7. Parsing •Steam: steam-scraper data scraper (Python) – number of available reviews limited by Steam; speed ≈1,000 reviews per minute (depends on reviews size). • For mobile platforms we use google-play-scraper (Javascript) (4,400 reviews per language per game; standard quotas 50,000 server requests per day, 10 requests per second, cooldown 1 hour) and app-store-scraper (Javascript) – 500 reviews per territory, ≈5,000 reviews per minute. •Deleted duplicates (need to ignore “page”, “page order”, “date” and “username” fields). •Extracted reviews with keywords (Notepad++ regular expressions).
  • 8. Validating data •Check for false positives on a small batch of data → prepare a blacklist of keywords (exceptions). e.g. “text” but not “texture” e.g. “Russian” but not “Russian servers” •“Grammar”, “punctuation”, “typo” – highly noisy keywords (players refer to their own writing).
  • 10. Marking localisation sentiment • One review – One mark. • Separate markers for presence (Y), absence (N) and quality (- / +), as well as a neutral marker (0). • Separate markers for VO (V, EV, RV) and Loc (L). • Localisation and VO mentioned – mark localisation. • Negative and positive sentiment – mark negative. • Sentiment about marketing assets only – ignore. • Sarcasm obvious – mark negative. • Sentiment about DLC only – ignore. • Sentiment about non-Steam version – ignore. • Sentiment about technical problems – ignore. • Manual marking output: 4-5 reviews per minute.
  • 12. Calculating localisation sentiment scores •User noted positive quality of loc = +1 •User noted negative quality of loc = -1 •User noted presence of loc = +1 •User noted positive quality of Rus. VO = +1 •User noted negative quality of Rus. VO = -1 •User noted presence of Rus. VO = +1 (only if Steam shows availability of Russian VO) •User noted absence of Rus. VO = -1 (only if Steam shows unavailability of Russian VO) •All other marks (voiceover sentiment with unspecified language, unclear sentiment etc) = 0 •Reviews with no localisation sentiment = 0
  • 13. Calculating localisation sentiment scores • 𝑆𝑒𝑛𝑡𝑖𝑚𝑒𝑛𝑡 𝑠𝑐𝑜𝑟𝑒 = σ(+1) + σ(−1) 𝑇𝑜𝑡𝑎𝑙 𝑟𝑒𝑣𝑖𝑒𝑤𝑠 𝑝𝑎𝑟𝑠𝑒𝑑 •Not an absolute score: 0 does not signify a truly neutral localisation sentiment, since users might be X times more likely to express a negative sentiment than a positive sentiment. •Useful for comparing games against each other, or different stages of the same product. •Validation of the score: Confidence interval of the “total reviews parsed” sample (in the total estimated number of Russian players) for the title should be at least 3x less than the share of all localisation sentiments in the sample! → 104 titles (of 267 marked).
  • 14. Preparing a ranking of titles •Parameters in order of importance: 1. Localisation sentiment score. 2. Share of positive sentiments in total. 3. “Net promoter score”: σ(+1) − σ −1 •4 states for parameters 1 and 2, depending on where the value lies on the range across all titles in the ranking:
  • 15. Loc sentiment ranking of titles (snapshot)
  • 16. Top 22 titles by % positive sentiment (highest first)* • Kerbal Space Program • DOOM • Stardew Valley • Tomb Raider • The Witcher 2: Assassins of Kings Enhanced Edition • Titan Quest Anniversary Edition • Neverwinter • Trine 2: Complete Story • Torchlight II • Left 4 Dead 2 • Hitman: Absolution • Alien: Isolation • Game Dev Tycoon • POSTAL 2 • Far Cry 3 • Everlasting Summer • Team Fortress 2 • Portal 2 • Mafia II • Mirror's Edge • The Elder Scrolls V: Skyrim • Tom Clancy’s The Division *benchmark – 80%
  • 17. Bottom 22 titles by % positive sentiment (lowest first) • Line of Sight • XCOM 2 • Total War: WARHAMMER II • Sid Meier’s Civilization VI • Fallout 4 • Warhammer: Vermintide 2 • HITMAN • Sleeping Dogs: Definitive Edition • L.A. Noire • Max Payne 3 • Grand Theft Auto V • Chivalry: Medieval Warfare • Total War: ATTILA • Loadout • SMITE • Dead Space 2 • Mad Max • Dying Light • Batman: Arkham Origins • Wolfenstein: The New Order • Alan Wake • Warhammer: End Times - Vermintide
  • 18. What is the sentiment benchmark? Share of positive loc sentiments = 80% Weighted loc sentiment score = +0.01 • These are the average sentiment scores for titles that ranked high in our 2016 survey of players (avg 90%) and were present in both data sets (2016 and 2018). • The 90% cut-off point for 2016 survey is to include all titles by Blizzard, which was selected for its unbeatably consistent scores (lowest score = Overwatch, 92%)
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  • 22. • More sensitive to loc: Strategy, Adventure, RPG • Less sensitive to loc: MMO, Action, Simulation, Casual
  • 23. How does self-publishing affect localisation sentiment? Positive sentiments (Mean average) Loc sentiment score Self-published titles (incl. by internal studios) 44% -0.0028 Titles with dedicated external publisher 56% 0.0020
  • 24. Other findings (treat with caution) • Some correlation was observed between loc sentiment and share of Russian players in the game’s audience: Positive loc sentiment > 66% → 12% players were Russian Positive loc sentiment < 33% → 9% players were Russian. • No correlation was observed between Russian user score and availability of Russian VO. • Players’ localisation sentiment (share of positive sentiments) is generally independent of whether they recommend the game or not (Russian user score); same for userscore in the sample of localisation-related reviews.
  • 25.
  • 26. •Median variation from 2018 data ≈ 16% ☺
  • 27. Automation: initial approach •Divide all manually marked reviews into 2 sets – positive and negative → Extract specific collocations of 2-6 words → update rules. •Didn’t work: 1. Attribute word(s) often separated from the keyword. 2. Multiple grammatical forms / affixes. 3. Chains of attributes and keywords, endless variations: Очень разочаровал русский перевод в игре: ошибки в текстовых словах ( даже в интерфейсе), ошибки в переводе, в озвучке повторяются слова и звучат банально, и дословно, в общем получаем мы нелепую озвучку и перевод игры в целом.
  • 28. Automation: search rules and keywords •Working approach: Keyword base + Attribute base (before / after the keyword) separated by 25 characters (max.) •≈ Pareto distribution of keyword frequency. The vast majority of sentiments have any of the 6 keywords: локализ, перев, русск, озвуч, дубляж, субтитр •Non-linear correlation between number of dictionary entries and resulting accuracy: перевод, перевед, перевел, перевест (4 bases) can be reduced to перев (1 base) with accuracy loss ≈5%
  • 29. Automation: attribute words •Manually compiled 2 dictionaries of most frequent attribute bases (negative and positive). •Validated each attribute to ensure accuracy: • If the proportion of frequencies in negative : positive data sets is less than 2:1 (or 1:2) → remove. • If the frequency in the false positives data set is considerably higher than in two other data sets combined → remove. •If a review contains both positive and negative templates → mark as both positive and negative sentiment.
  • 30. Automation: tips & tricks • Complex sentences with contrasted parts and punctuation signs can lead to a false positive: "русская локализация радует, но сюжет плохой". Blacklisting all templates with punctuation signs marginally improves accuracy (by 1-2%).
  • 31. Automation: tips & tricks • When multiple collocations have been detected in a review → compare if any of the collocations include the others → remove the mark for the inner one: Хорошая русская локализация
  • 32. Automation: tips & tricks • Delete the space before the attribute and check for a negation prefix (“non-”) or particle (“not”) → invert the mark. Игра переведена не полностью • This also helps to remove redundant terms from the dictionaries.
  • 33. Automation: training approaches (pick 1) Find all sentiments (and a lot of noise) Find most sentiments (with minimum noise)
  • 34. Automation: KPIs •Machine competence = % correct : % inverted (≈ 8:1) 60% identified correctly by machine (target = 80%) 7% inverted 33% not identified by machine Human marks Machine marks 33% noise (false positives)
  • 35. Other challenges • Keyword ambiguity: the Russian term “озвучка” usually means “voice over” or “voice acting”, but can also mean “sound design”. • Typically the player mentions “voice over” without specifying if she meant Russian VO, English acting or something else. How you interpret these depends on the purpose of your analysis. • Negative sentiment machine is harder to optimise (people tend to use negative words more and combine them freely). • Detecting sarcasm is hard. • Complaints about absence of VO = negative loc sentiment?
  • 36. Key takeaways • Two meaningful sentiment scores – % positive and weighted. • Benchmarks for localisation sentiment are 80% (% positive) and 0.01 (weighted score). • High % of loc-related reviews (> 1%) and high overall no. of any reviews (> 2,000) are important for validity. • Strategy, Adventure and RPG are more sensitive to localisation than MMO, Action, Simulation and Casual. • Some AAA developers and publishers are consistently better than others. Self-published titles generally have worse loc sentiment. • Machine identifies at least 67% loc sentiments compared to a human, with at least 8:1 accuracy and 33% noise. Accuracy can be futher improved.
  • 37. Our research team Demid Tishin founding partner www.allcorrectgames.com More research here! www.slideshare.net/dtishin Need customised analysis? dtishin@gmail.com Dmitry Arthur Denis Demid
  • 38. • Do you measure players’ localisation sentiment? • What challenges do you face on the way? • What actions do you take based on the findings? • E.g. revise localisation workflow, vendor pool, etc. • How do you automate it? • What are your benchmarks? • How do you factor player sentiment in your localisation quality evaluation systems?