| 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 |