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Prior GWAP approaches often remain text-like and resemble conventional annotation. This work introduces a graphical, dynamic annotation paradigm that generates linguistic labels through gameplay, validated with two video games: one builds image–WordNet sense mappings and another performs Word Sense Disambiguation. Results show expert-level annotation quality and substantial cost reduction for the first game, and statistically significant accuracy gains for the second.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/its-all-fun-and-games-until-someone-annotates-video-games-with-a-purpose-for-linguistic-annotation/137734/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/its-all-fun-and-games-until-someone-annotates-video-games-with-a-purpose-for-linguistic-annotation/137734.png","ImageObject",300,407,{"name":92,"@type":93},"Ava Thompson","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-09-20","2026-08-22",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"Why is annotated data a major bottleneck for NLP?","Question",{"text":112,"@type":113},"Annotated corpora are expensive and time-consuming to produce, typically requiring linguistic experts or trained annotators. 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Acquiring large-scale annotated corpora is a major bottleneck, requiring signiﬁcant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and a second game that performs Word Sense Disambiguation. Both games produce accurate results. The ﬁrst game yields annotation quality equal to that of experts and a cost reduction of 73% over equivalent crowdsourcing;  \nthe second game provides a 16.3% improvement in accuracy over current state-of-the-art sense disambiguation games with WordNet.  \n1 Introduction  \nNearly all of Natural Language Processing (NLP) depends on annotated examples, either for training systems or for evaluating their quality. Typically, annotations are created by linguistic experts or trained annotators. However, such effort is often very time- and cost-intensive, and as a result creating large-scale annotated datasets remains a longstanding bottleneck for many areas of NLP.  \nAs an alternative to requiring expert-based annotations, many studies used untrained, online workers, commonly known as crowdsourcing. When  \nsuccessful, crowdsourcing enables gathering annotations at scale; however, its performance is still limited by (1) the difﬁculty of expressing the annotation task as a simply-understood task suitable for the layman, (2) the cost of collecting many annotations, and (3) the tediousness of the task, which can fail to attract workers. Therefore, several groups have proposed an alternate annotation method using games: an annotation task is converted into a game which, as a result of game play, produces annotations (Pe-Than et al., 2012; Chamberlain et al., 2013) . Turning an annotation task into a Game with a Purpose (GWAP) has been shown to lead to better quality results and higher worker engagement (Lee et al., 2013), thanks to the annotators being stimulated by the playful component. Furthermore, because games may appeal to a different group of people than crowdsourcing, they provide a complementary channel for attracting new annotators.  \nWithin NLP, gamiﬁed annotation tasks include anaphora resolution (Hladk et al., 2009; Poesio et al., 2013), paraphrasing (Chklovski and Gil, 2005), term associations (Artignan et al., 2009) and disambiguation (Seemakurty et al., 2010; Venhuizen et al., 2013) . The games' interfaces typically incorporate common game elements such as scores, leaderboards, or difﬁculty levels. However, the game itself remains largely text-based, with a strong resemblance to a traditional annotation task, and little resemblance to games most people actively play.  \nIn the current work, we propose a radical shift in NLP-focused GWAP design, building graphical, dynamic games that achieve the same result as traditional annotation. Rather than embellish an annota-  \n449  \nTransactions of the Association for Computational Linguistics, 2 (2014) 449–463 . Action Editor: Mirella Lapata. Submitted 10/2013; Revised 03/2014; Revised 08/2014; Published 10/2014 . 􀀍c2014 Association for Computational Linguistics.  \ntion task with game elements, we start from a videogame that is playable alone and build the task into the game as a central component. By focusing on the game aspect, players are presented with a more familiar task, which lead","cbCaisieUA1CH4j3","https://ap.wps.com/l/cbCaisieUA1CH4j3","pdf",5965865,16,"English","# Introduction\n## Motivation: annotated corpora as an NLP bottleneck\n## Prior GWAP approaches and limitations\n## Proposed approach: graphical, game-centric design\n## Two video games and their annotation tasks","[{\"question\":\"Why is annotated data a major bottleneck for NLP?\",\"answer\":\"Annotated corpora are expensive and time-consuming to produce, typically requiring linguistic experts or trained annotators. Large-scale annotation therefore remains a longstanding cost and effort bottleneck.\"},{\"question\":\"What is new about the proposed game-based annotation paradigm?\",\"answer\":\"Instead of turning text annotation into a mostly text-based game, the approach starts from standalone graphical video games and embeds the annotation task as a central gameplay component to increase familiarity and engagement.\"},{\"question\":\"How do the two presented video games contribute to linguistic annotation?\",\"answer\":\"Puzzle Racer creates a mapping between images and WordNet senses, producing expert-quality annotations with a large cost reduction, while Ka-boom! performs Word Sense Disambiguation using player interactions with pictures, improving accuracy over current sense disambiguation games.\"}]","It's All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation | PDF"]