video game CapableOf become mainstream
Typicality: 0.299
Saliency: 0.320

Facets 0
No facets.
Open triples 2
video game → become → mainstream 7
video game → be → mainstream 4
Sentiment analysis
negative neutral positive
0.325 0.254 0.420
Other statistics
Raw frequency 11
Normalized frequency 0.320
Modifier score 0.500
Perplexity 95.690