A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder

Abstract: 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

Standort
Deutsche Nationalbibliothek Frankfurt am Main
Umfang
Online-Ressource
Sprache
Englisch
Anmerkungen
Veröffentlichungsversion
begutachtet (peer reviewed)
In: Media and Communication ; 8 (2020) 3 ; 205-218

Ereignis
Veröffentlichung
(wo)
Mannheim
(wer)
SSOAR, GESIS – Leibniz-Institut für Sozialwissenschaften e.V.
(wann)
2020

DOI
10.17645/mac.v8i3.3128
URN
urn:nbn:de:101:1-2021101213272898189471
Rechteinformation
Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
Letzte Aktualisierung
15.08.2025, 07:39 MESZ

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Beteiligte

Entstanden

  • 2020

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