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[journal article]

dc.contributor.authorSchatto-Eckrodt, Timde
dc.contributor.authorJanzik, Robinde
dc.contributor.authorReer, Felixde
dc.contributor.authorBoberg, Svenjade
dc.contributor.authorQuandt, Thorstende
dc.date.accessioned2020-08-18T06:46:50Z
dc.date.available2020-08-18T06:46:50Z
dc.date.issued2020de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/69161
dc.description.abstractThe 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.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.othercontent analysis; entertainment research; gaming disorderde
dc.titleA Computational Approach to Analyzing the Twitter Debate on Gaming Disorderde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/3128de
dc.source.journalMedia and Communication
dc.source.volume8de
dc.publisher.countryPRT
dc.source.issue3de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.thesozSoziale Mediende
dc.subject.thesozsocial mediaen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozUnterhaltungde
dc.subject.thesozentertainmenten
dc.subject.thesozSuchtde
dc.subject.thesozaddictionen
dc.subject.thesozDiskursde
dc.subject.thesozdiscourseen
dc.subject.thesozBerichterstattungde
dc.subject.thesozreportingen
dc.subject.thesozMediende
dc.subject.thesozmediaen
dc.subject.thesozNutzungde
dc.subject.thesozutilizationen
dc.subject.thesozpsychische Krankheitde
dc.subject.thesozmental illnessen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10094228
internal.identifier.thesoz10058702
internal.identifier.thesoz10060762
internal.identifier.thesoz10035052
internal.identifier.thesoz10041158
internal.identifier.thesoz10038258
internal.identifier.thesoz10035302
internal.identifier.thesoz10037812
internal.identifier.thesoz10044781
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo205-218de
internal.identifier.classoz1080404
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicComputational Approaches to Media Entertainment Researchde
dc.identifier.doihttps://doi.org/10.17645/mac.v8i3.3128de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/3128
ssoar.urn.registrationfalsede


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