A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder

A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
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DOI:
10.17645/mac.v8i3.3128
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发表时间:
2020-08
影响因子:
3.1
通讯作者:
Tim Schatto-Eckrodt;Robin Janzik;Felix Reer;Svenja Boberg;T. Quandt
Tim Schatto-Eckrodt;Robin Janzik;Felix Reer;Svenja Boberg;T. Quandt
中科院分区:
人文科学3区
文献类型:
--
作者:
Tim Schatto-Eckrodt;Robin Janzik;Felix Reer;Svenja Boberg;T. Quandt

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过度使用媒体娱乐形式(如不受控制的视频游戏或使用社交网站)是一种障碍,这是科学家和治疗师广泛讨论的话题,也是政客、记者、用户和行业的话题。2018年,当世界卫生组织(WHO)决定将沉迷使用数字游戏(游戏障碍)作为诊断纳入国际疾病分类时,这场辩论达到了新的高峰。在这篇文章中,我们旨在通过研究Twitter在世卫组织决定之前11个月和之后8个月的数据,分析话题、参与者和情绪随时间的变化,为公众对游戏障碍的辩论提供见解。自动内容分析显示,这场辩论是有机的,并不是由垃圾邮件账户或其他过度活跃的“超级用户”推动的。世卫组织的声明对这场辩论产生了重大影响,主要是通过激活游戏文化中的参与者,将辩论从育儿和儿童福利的话题中转移出来。世卫组织的决定也引起了重大反弹,增加了辩论中的负面情绪。
The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification of Diseases, the debate reached a new peak. In the current article, we aim to provide insights into the public debate on gaming disorder by examining data from Twitter for 11 months prior to and 8 months after the WHO decision, analyzing the (change in) topics, actors, and sentiment over time. Automated content analysis revealed that the debate is organic and not driven by spam accounts or other overly active ‘power users.’ The WHO announcement had a major impact on the debate, moving it away from the topics of parenting and child welfare, largely by activating actors from gaming culture. The WHO decision also resulted in a major backlash, increasing negative sentiments within the debate.