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A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
Media and Communication ( IF 2.7 ) Pub Date : 2020-08-13 , DOI: 10.17645/mac.v8i3.3128
Tim Schatto-Eckrodt , Robin Janzik , Felix Reer , Svenja Boberg , Thorsten Quandt

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.

中文翻译:

一种分析Twitter关于游戏障碍的辩论的计算方法

将过多形式的媒体娱乐使用(例如不受控制的视频游戏或使用社交网站)识别为一种疾病是科学家和治疗师之间,以及政客,记者,用户和行业中广泛讨论的话题。2018年,当世界卫生组织(WHO)决定将成瘾性使用数字游戏(游戏障碍)作为诊断纳入《国际疾病分类》时,辩论达到了一个新的高峰。在当前文章中,我们旨在通过检查世卫组织做出决定之前的11个月和之后8个月的Twitter数据,分析主题的变化,参与者和随着时间的变化,从而深入了解有关游戏障碍的公开辩论。自动化的内容分析表明,辩论是有机的,而不是由垃圾邮件帐户或其他过于活跃的“超级用户”推动的。世卫组织的公告对辩论产生了重大影响,使辩论脱离了养育子女和儿童福利的主题,主要是通过激发游戏文化中的参与者。世卫组织的决定还引起了强烈反对,增加了辩论中的负面情绪。
更新日期:2020-08-13
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