14. A non-transitory computer readable medium comprising instructions executable by a processor for: receiving records from a player database comprising records related to players of a plurality of players, a record including, for a player, a player ID of the player and demographic data of the player; receiving records related to game rounds from a game data database, wherein a game round record includes an answer and a list of clues that can be offered from a clue-giving player to a guessing player for the guessing player to attempt to guess the answer; receiving cost weights from a weighting generator for a plurality of clues in the list of clues for a game round record, wherein the weighting generator generates the cost weights such that, over a distributed plurality of game rounds played a plurality of times, selections of clues by the clue-giving player from the list of clues is more reflective of revealed sentiment than of stated opinion, wherein cost weights for more obvious clues are greater than cost weights for less obvious clues and clues more reflective of revealed sentiment than of stated opinion; recording clue selections by a plurality of clue-giving players in a game results database that records the clue selections by a plurality of clue-giving players, wherein the plurality of clue-giving players comprises a large enough number of clue-giving players to result in the selections of clues by the plurality of clue-giving players being more reflective of revealed sentiment distributed over the large enough number of clue-giving players than of individual stated opinions or preferences; and converting game results from the game results database into marketing data.
14. A non-transitory computer readable medium comprising instructions executable by a processor for: receiving records from a player database comprising records related to players of a plurality of players, a record including, for a player, a player ID of the player and demographic data of the player; receiving records related to game rounds from a game data database, wherein a game round record includes an answer and a list of clues that can be offered from a clue-giving player to a guessing player for the guessing player to attempt to guess the answer; receiving cost weights from a weighting generator for a plurality of clues in the list of clues for a game round record, wherein the weighting generator generates the cost weights such that, over a distributed plurality of game rounds played a plurality of times, selections of clues by the clue-giving player from the list of clues is more reflective of revealed sentiment than of stated opinion, wherein cost weights for more obvious clues are greater than cost weights for less obvious clues and clues more reflective of revealed sentiment than of stated opinion; recording clue selections by a plurality of clue-giving players in a game results database that records the clue selections by a plurality of clue-giving players, wherein the plurality of clue-giving players comprises a large enough number of clue-giving players to result in the selections of clues by the plurality of clue-giving players being more reflective of revealed sentiment distributed over the large enough number of clue-giving players than of individual stated opinions or preferences; and converting game results from the game results database into marketing data. 20. The computer readable medium of claim 14 , further comprising instructions for: presenting a plurality of clue-selection game displays to at least some of the plurality of players including the clue-giving player, wherein a clue-selection game display includes a representation of the list of clues and their respective cost weights, thereby allowing the clue-giving player to select clues from among the list of clues; and presenting a plurality of guessing game displays to at least some of the plurality of players including the guessing player, wherein a guessing game display includes a representation of clues selected by the clue-giving player and a countdown timer, wherein an initial value of the countdown timer is a function of cost weights assigned to the clues selected by the clue-giving player and shown to the guessing player, with more obvious clues causing the countdown timer to be more decremented than for less obvious clues, for sentiment-oriented words, and/or for words more useful for market research purposes.