video game CapableOf become more popular
Typicality: 0.463
Saliency: 0.551

Facets 3
each 4 temporal
in mainstream culture 4 location
on the ipod touch 2 location
Open triples 4
video game → become → more popular 9
video game → be → more popular 9
video game → become → more and more popular 7
video game → be become → more popular 3
Sentiment analysis
negative neutral positive
0.047 0.205 0.749
Other statistics
Raw frequency 28
Normalized frequency 0.551
Modifier score 0.700
Perplexity 15.693