2020
DOI: 10.17645/mac.v8i3.3128
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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 articl… Show more

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Cited by 9 publications
(2 citation statements)
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“…Both diagnosis instruments define problematic video game use upon a gradual loss of control and self-regulatory mechanisms that likely result in functional impairments (concerning an individual's professional, social, and relational life), eventually leading to addiction (Jo et al 2019). This diagnostic institutionalisation of gaming disorder sparked an intense public debate (Schatto-Eckrodt et al 2020) and harsh criticism from various researchers, who highlighted significant shortcomings of the underlying empirical findings (Griffiths et al 2016) that may lead to an overpathologization of harmless (sometimes even beneficial) activities (Kardefelt-Winther et al 2017). More specifically, it has been argued that such an overpathologization of gaming might create a moral panic through which a majority of healthy gamers may end up stigmatised, potentially culminating in health policies that may involve unnecessary treatments of false-positive cases (Aarseth et al 2017).…”
mentioning
confidence: 99%
“…Both diagnosis instruments define problematic video game use upon a gradual loss of control and self-regulatory mechanisms that likely result in functional impairments (concerning an individual's professional, social, and relational life), eventually leading to addiction (Jo et al 2019). This diagnostic institutionalisation of gaming disorder sparked an intense public debate (Schatto-Eckrodt et al 2020) and harsh criticism from various researchers, who highlighted significant shortcomings of the underlying empirical findings (Griffiths et al 2016) that may lead to an overpathologization of harmless (sometimes even beneficial) activities (Kardefelt-Winther et al 2017). More specifically, it has been argued that such an overpathologization of gaming might create a moral panic through which a majority of healthy gamers may end up stigmatised, potentially culminating in health policies that may involve unnecessary treatments of false-positive cases (Aarseth et al 2017).…”
mentioning
confidence: 99%
“…In comparison to standard topic modeling, STM allows us to incorporate document-level metadata (e.g., authorship and creation time) into the topic modeling to investigate topic prevalence regarding the metadata. STM has been shown to improve inference and qualitative interpretability and is widely adopted in computational social science (Reber 2019;Schatto-Eckrodt, Janzik et al 2020). In this paper, we introduce a boolean metadata variable to indicate whether a submission is posted within ADRD subreddits or non-ADRD subreddits, and investigate how the topics are different in these two types of subreddits.…”
Section: Structural Topic Modelingmentioning
confidence: 99%