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Word Ladders: A Gamified Mobile App for Collecting Semantic Hierarchical Data


Основные понятия
Word Ladders is a mobile application that collects linguistic data on semantic hierarchical relations (IS-A) through a gamified approach, with the goal of constructing resources for measuring word specificity and understanding lexical organization.
Аннотация

Word Ladders is a free mobile application developed for Android and iOS devices as part of the Abstraction research project. The app is designed to collect linguistic data on semantic hierarchical relations, specifically categorical inclusion (IS-A) relations, in a gamified manner.

The game logic involves players creating "word ladders" by adding progressively more general or specific words to a given prompt. The app evaluates the quality of the ladders based on an external knowledge base (MultiWordNet) and provides feedback to users.

The data collected through Word Ladders serves two main purposes:

  1. Constructing a dataset of word specificity scores, by measuring the position of words within the hierarchical ladders.
  2. Building a taxonomy of hierarchically organized semantic categories, based on the IS-A relations produced by players.

These resources will be used to investigate the role of word specificity in language processing and text comprehension, as well as to explore the emergence of language stereotypes based on the semantic categorizations provided by users of different sociodemographic backgrounds.

Word Ladders also has an educational component, as it is being integrated into language learning activities in Italian schools to support vocabulary development and "linguistic stretching" exercises.

The app has seen continuous growth since its launch in 2023, with over 30,000 games played by 3,000 active users as of February 2024. Ongoing work aims to expand the data collection to English and further explore the potential of gamified approaches for linguistic research.

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Статистика
The game has been played over 33,000 times by more than 3,000 active users as of February 2024. The majority of games (83%) are played in the single-player mode, while the challenge (1-vs-1) and team modes account for the remaining 17%. The user base includes a diverse range of educational levels and professions.
Цитаты
"Word Ladders is designed to collect linguistic data, specifically lists of words related to each other through semantic relations of categorical inclusion or meaning extension, also referred to as hypernymy/hyponymy in linguistics, or IS-A relation." "The data collected through this application is intended for constructing an ontology containing hierarchical semantic relations of category inclusion as well as sociodemographic data about the users that produced such associations."

Ключевые выводы из

by Marianna Mar... в arxiv.org 04-02-2024

https://arxiv.org/pdf/2404.00184.pdf
Word Ladders

Дополнительные вопросы

How can the data collected through Word Ladders be used to investigate the relationship between word specificity and language processing in different types of texts and for different audiences?

The data collected through Word Ladders can be utilized to analyze the relationship between word specificity and language processing by examining how users construct word ladders based on semantic relations of categorical inclusion. By evaluating the specificity scores derived from the word ladders, researchers can measure the position of a word within a ladder divided by the ladder length. This metric provides insights into how users perceive the specificity of words and their ability to generalize or specify concepts. Furthermore, the data can be used to explore how word specificity impacts language processing tasks such as lexical decisions, recall, semantic decisions, production, and memorization. By studying how users navigate the hierarchy of words in the ladders, researchers can gain a better understanding of how lexical precision influences readability and comprehension in different types of texts tailored for diverse audiences. The specificity scores obtained from the data can also be integrated into assisted-writing software to suggest word replacements that enhance text clarity based on the level of specificity.

What are the potential biases or limitations in the semantic categorizations produced by users, and how can they be addressed to ensure the collected data is representative of diverse perspectives?

One potential bias in the semantic categorizations produced by users in Word Ladders could be the tendency to introduce semantic relations other than hypernym/hyponym, leading to inaccurate or irrelevant word ladders. Users may deviate from the intended task of creating hierarchical semantic relations due to individual interpretation, cognitive biases, or lack of understanding of the game rules. To address this, researchers can implement validation mechanisms that filter out non-compliant word ladders based on predefined criteria such as word frequency, concreteness, and part of speech. Moreover, to ensure the collected data is representative of diverse perspectives, researchers can introduce prompts or guidelines within the game that reinforce the desired semantic relations and provide feedback to users on the quality of their word ladders. By incorporating educational elements that enhance users' understanding of semantic categorizations, the game mechanics can be adjusted to guide players towards producing more accurate and relevant word associations. Additionally, ongoing monitoring and analysis of the data can help identify patterns of bias and inform iterative improvements to the game design.

What other types of linguistic or cognitive phenomena could be explored through a gamified approach similar to Word Ladders, and how could the game mechanics be adapted to elicit different types of linguistic data?

A gamified approach similar to Word Ladders could be used to explore various linguistic and cognitive phenomena beyond word specificity, such as synonymy, antonymy, part-whole relationships, and metaphorical associations. By adapting the game mechanics to elicit different types of linguistic data, researchers can design prompts that require users to generate synonyms for a given word, identify antonyms, or establish connections between parts and wholes in a hierarchical structure. To explore synonymy, the game could prompt users to build chains of words that are synonymous with each other, testing their vocabulary breadth and semantic knowledge. For antonymy, users could be challenged to create word ladders that transition between opposites, enhancing their understanding of contrasting concepts. Additionally, incorporating metaphorical prompts could encourage users to make creative associations between words based on figurative language. By diversifying the types of linguistic phenomena addressed in the game and tailoring the game mechanics to each specific task, researchers can engage users in a range of language-related activities that contribute to data collection for various research purposes in linguistics and cognitive science.
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