Typicality: | 0.317 |
Saliency: | 0.362 |
with mental or emotional problems | 5 | other |
in making decisions | 3 | temporal |
video game → can → assist | 7 |
video game → help → people | 6 |
negative | neutral | positive |
0.058 | 0.317 | 0.625 |
Raw frequency | 13 |
Normalized frequency | 0.362 |
Modifier score | 0.500 |
Perplexity | 176.059 |