Has anyone constructed a corpus of people playing the card game Taboo, in a purely text-based setting, like a computer chat, rather than face-to-face with audio or video? The closest I've found are papers like
- Morphological Annotation of a Corpus with a Collaborative Multiplayer Game, which investigates Turkish morphology
- Modelling Word Associations with Word Embeddings for a Guesser Agent in the Taboo City Challenge Competition, which is limited to city names
- Semantic Taboo–A Serious Game for Vocabulary Acquisition
- Towards Automatic Identification of Effective Clues for Team Word-Guessing Games, which has a similar goal but does not have "taboo" or "off-limit" words in the clues
Any help would be greatly appreciated.