| Literature DB >> 35185736 |
ShaoPeng Che1,2, Dongyan Nan1,2, Pim Kamphuis2, Shunan Zhang2, Jang Hyun Kim1,2.
Abstract
The mobile game "Immortal Conquest," created by NetEase Games, caused a dramatic user dissatisfaction event after an introduction of a sudden and uninvited "pay-to-win" update. As a result, many players filed grievances against NetEase in a court. The official game website issued three apologies, with mix results, to mitigate the crisis. The goal of the present study is to understand user feedback content from the perspective of Situational Crisis Communication Theory through semantic network analysis and sentiment analysis to explore how an enterprise's crisis communication strategy affects users' attitudes. First, our results demonstrate that the diminishing crisis communication strategies (excuse and justification) do not change players' negative attitudes. It was not a failure because it successfully alleviated the players' legal complaints and refocused their attention on the game itself. Second, the rebuild (apology & compensation) strategy was effective because it significantly increased the percentage of positive emotions and regenerated expectations for the game. The litigation crisis was identified within gamer communications with respect to Chinese gaming companies for the first time. Nevertheless, this does not indicate an increase in overall legal awareness among the larger Chinese population. It may only reflect greater legal awareness among Chinese online gamers. Fourth, gamers emphasized that they and enterprises should be equally involved when communicating with each other. Finally, in-game paid items should be reasonably priced, otherwise, they will drive users to competitors.Entities:
Keywords: Sina Weibo; crisis communication; mobile game; semantic network analysis; sentiment analysis
Year: 2022 PMID: 35185736 PMCID: PMC8854284 DOI: 10.3389/fpsyg.2022.823415
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Contents and classification of NetEase’s three statements.
| First statement | Second statement | Third statement | |
|---|---|---|---|
| Contents | Please give us more time | NetEase provided a deeper explanation of the “Treasure System” | NetEase offered suggestions and solutions to user problems |
| Strategies |
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| Explanations | (d) | (e) | (f) |
Figure 1Research method for determining whether NetEase’s crisis communications were successful by combining SNA and sentiment analysis. TF-IDF, term frequency–inverse document frequency; Jieba, a Python package for word segmentation in the Chinese language.
Figure 2Raw data.
Figure 3Term frequency–inverse document frequency word clouds of responses to the apology announcements.
Term frequency–inverse document frequency scores of responses to the apology announcements.
| First apology | Second apology | Third apology | |||
|---|---|---|---|---|---|
| Keyword | Value | Keyword | Value | Keyword | Value |
| Game player | 660 | Game player | 141 | Game player | 261 |
| Treasure system | 520 | Treasure system | 136 | Treasure system | 227 |
| NetEase games | 413 | NetEase Games | 108 | spend a lot | 125 |
| bail | 368 | game design | 92 | better | 122 |
| money | 333 | issue | 80 | single-hearted | 116 |
| game design | 318 | official | 79 | mystifying | 113 |
| ban | 286 | trash | 72 | issue | 107 |
| sick | 219 | balance | 65 | NetEase Games | 105 |
| sta | 208 | spend a lot | 57 | money-rich | 94 |
| invoice | 195 | Tencent Games | 57 | ban | 94 |
sta stands for state taxation administration.
Percentages of each community according to the three communications.
| Network | Edges | Clusters | 1st cluster | 2nd cluster | 3rd cluster |
|---|---|---|---|---|---|
| 1 | 594 | 3 | 60% | 28% | 12% |
| 2 | 328 | 3 | 38% | 34% | 28% |
| 3 | 420 | 3 | 54% | 40% | 6% |
Cluster descriptions.
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| Cluster 1 | Players are unhappy with the way NetEase is handling the issue |
| Cluster 2 | Treasure system breaks the balance of the game |
| Cluster 3 | Account suspension is illegal |
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| Cluster 1 | Players are unhappy with the way NetEase is handling the issue |
| Cluster 2 | Treasure system breaks the balance of the game |
| Cluster 3 | Players demanded the Treasure system be removed |
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| Cluster 1 | Players are unhappy with the way NetEase is handling the issue |
| Cluster 2 | Treasure system breaks the balance of the game |
| Cluster 3 | Players see this as an opportunity for NetEase |
Figure 4Semantic network of user reviews after the first apology statement by NetEase.
Figure 5Semantic network of user reviews after the second apology statement by NetEase.
Figure 6Semantic network of user reviews after the third apology statement by NetEase.
Figure 7Overall emotional percentage change graph.
Ratio of positive and negative emotions in three comments.
| Score | 1st time | 2nd time | 3rd time | |||
|---|---|---|---|---|---|---|
| Volume | Ratio | Volume | Ratio | Volume | Ratio | |
| 0 ≤ score ≤ 0.5 (negative) | 1,406 | 68.04% | 612 | 67.15% | 522 | 59.42% |
| 0.5 < score ≤ 1.0 (positive) | 660 | 31.96% | 300 | 32.85% | 356 | 40.58% |
Segmentation of the emotional proportion of three comments.
| Score | 1st apology | 2nd apology | 3rd apology | |||
|---|---|---|---|---|---|---|
| Volume | Ratio | Volume | Ratio | Volume | Ratio | |
| 0.0 ≤ score ≤ 0.2 | 963 | 46.61% | 390 | 42.76% | 316 | 35.99% |
| 0.2 < score ≤ 0.4 | 287 | 13.89% | 148 | 16.24% | 149 | 16.97% |
| 0.4 < score ≤ 0.6 | 303 | 14.67% | 133 | 14.58% | 122 | 13.90% |
| 0.6 < score ≤ 0.8 | 176 | 08.52% | 107 | 11.73% | 124 | 14.12% |
| 0.8 < score ≤ 1.0 | 337 | 16.31% | 134 | 14.70% | 167 | 19.02% |
Figure 8Sentiment changes.
Figure 9Clusters changing over time.