A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder

Detalhes bibliográficos
Autor(a) principal: Schatto-Eckrodt, Tim
Data de Publicação: 2020
Outros Autores: Janzik, Robin, Reer, Felix, Boberg, Svenja, Quandt, Thorsten
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.17645/mac.v8i3.3128
Resumo: 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.
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spelling A Computational Approach to Analyzing the Twitter Debate on Gaming Disorderaddiction; content analysis; entertainment research; games; gaming disorder; social mediaThe 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.Cogitatio2020-08-13info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v8i3.3128oai:ojs.cogitatiopress.com:article/3128Media and Communication; Vol 8, No 3 (2020): Computational Approaches to Media Entertainment Research; 205-2182183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/3128https://doi.org/10.17645/mac.v8i3.3128https://www.cogitatiopress.com/mediaandcommunication/article/view/3128/3128https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3128/1239Copyright (c) 2020 Tim Schatto-Eckrodt, Robin Janzik, Felix Reer, Svenja Boberg, Thorsten Quandthttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSchatto-Eckrodt, TimJanzik, RobinReer, FelixBoberg, SvenjaQuandt, Thorsten2022-12-20T10:59:19ZPortal AgregadorONG
dc.title.none.fl_str_mv A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
title A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
spellingShingle A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
Schatto-Eckrodt, Tim
addiction; content analysis; entertainment research; games; gaming disorder; social media
title_short A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
title_full A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
title_fullStr A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
title_full_unstemmed A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
title_sort A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
author Schatto-Eckrodt, Tim
author_facet Schatto-Eckrodt, Tim
Janzik, Robin
Reer, Felix
Boberg, Svenja
Quandt, Thorsten
author_role author
author2 Janzik, Robin
Reer, Felix
Boberg, Svenja
Quandt, Thorsten
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Schatto-Eckrodt, Tim
Janzik, Robin
Reer, Felix
Boberg, Svenja
Quandt, Thorsten
dc.subject.por.fl_str_mv addiction; content analysis; entertainment research; games; gaming disorder; social media
topic addiction; content analysis; entertainment research; games; gaming disorder; social media
description 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.
publishDate 2020
dc.date.none.fl_str_mv 2020-08-13
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dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv https://www.cogitatiopress.com/mediaandcommunication/article/view/3128
https://doi.org/10.17645/mac.v8i3.3128
https://www.cogitatiopress.com/mediaandcommunication/article/view/3128/3128
https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3128/1239
dc.rights.driver.fl_str_mv Copyright (c) 2020 Tim Schatto-Eckrodt, Robin Janzik, Felix Reer, Svenja Boberg, Thorsten Quandt
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 Tim Schatto-Eckrodt, Robin Janzik, Felix Reer, Svenja Boberg, Thorsten Quandt
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Cogitatio
publisher.none.fl_str_mv Cogitatio
dc.source.none.fl_str_mv Media and Communication; Vol 8, No 3 (2020): Computational Approaches to Media Entertainment Research; 205-218
2183-2439
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