| Literature DB >> 36232091 |
Tao Shu1, Zhiyi Wang1, Huading Jia1, Wenjin Zhao2, Jixian Zhou1, Tao Peng3.
Abstract
Online game products have fueled the boom in China's digital economy. Meanwhile, its public health concerns have sparked discussion among consumers on social media. However, past research has seldom studied the public health topics caused by online games from the perspective of consumer opinions. This paper attempts to identify consumers' opinions on the health impact of online game products through non-structured text and large-size social media comments. Thus, we designed a natural language processing (NLP) framework based on machine learning, which consists of topic mining, multi-label classification, and sentimental analysis. The hierarchical clustering method-based topic mining procedure determines the compatibility of this study and previous research. Every three topics are identified in "Personal Health Effects" and "Social Health Effects", respectively. Then, the multi-label classification model's results show that 61.62% of 327,505 comments have opinions about the health effects of online games. Topics "Adolescent Education" and "Commercial Morality" occupy the top two places of consumer attention. More than 31% of comments support two or more topics, and the "Adolescent Education" and "Commercial Morality" combination also have the highest co-occurrence. Finally, consumers expressed different emotional preferences for different topics, with an average of 63% of comments expressing negative emotions related to the health attributes of online games. In general, Chinese consumers are most concerned with adolescent education issues and hold the strongest negative emotion towards the commercial morality problems of enterprises. The significance of research results is that it reminds online game-related enterprises to pay attention to the potential harm to public health while bringing about additional profits through online game products. Furthermore, negative consumer emotions may cause damage to brand image, business reputation, and the sustainable development of the enterprises themselves. It also provides the government supervision departments with an advanced analysis method reference for more effective administration to protect public health and promote the development of the digital economy.Entities:
Keywords: NLP; consumer opinion; natural language processing; online games; public health; social media comment
Mesh:
Year: 2022 PMID: 36232091 PMCID: PMC9565009 DOI: 10.3390/ijerph191912793
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Data sources and corpus formation.
| Social Media Platform | Comments on Online Games |
|---|---|
| 34,303 | |
| Zhihu | 21,789 |
| Toutiao | 92,017 |
| Xigua Video | 36,547 |
| Tiktok | 121,198 |
| Kuaishou | 21,651 |
| Total | 327,505 |
Figure 1The semantics identification process of consumers’ opinions towards online games.
Figure 2The LDA topic model.
Figure 3The Bi-LSTM multi-label classification model.
Determined topics and domain clustering.
| Opinion Domain Clustering | Topic Code | Topic Name | Top 10 Feature Words Belonging to Each Topic | Appeared in Literate |
|---|---|---|---|---|
| Personal Health Effects (D1) | T1 | Physical | Poor Vision, Myopia, Headache, Physical Strength, Nausea, Obesity, Insufficient Sleep, Back Pain, Exercise Less, Physical Weakness | Yes |
| T2 | Mental | Depression, Emotional Stress, Negative Emotions, Nervous Breakdown, Identity Crisis, Avoid Reality, Obsessed, Solitary, Loneliness, Mental Disorders | Yes | |
| T3 | Individual Virtue | Unfilial, Lack Ambition, Violence, Gambling, Porn, Nationalist Sentiment, Patriotic Feelings, Bullying, Family Stability | No | |
| Social Health Effects (D2) | T4 | Adolescent Education | Academic Record, Teenagers, Students, Cut Class, Stop Schooling, Ignore Study, Disciplining Child, Rebellious, Lack of Learning Interest, Bad Classroom Discipline | Yes |
| T5 | Commercial Morality | Company Interests, Lure, Devaluation, Game Recharge, Company Name A *, Token, Reward, Game Props, Lottery, Company Name B ** | No | |
| T6 | Governmental Regulation | Industry Governance, Real Name Authentication, Hierarchical Management, Access Restriction, Off Shelf, Shield, Censor Content, Administrative Control, Heavy Fines and Taxes, Green Health Industry | Yes |
* The largest online game company. ** Another online game company.
Semantic identified results of multi-label classification model.
| Proportion (%) | Description | |
|---|---|---|
| 1 | 38.38% | Only emotion expression, not involving topics. |
| 2 | 11.89% | T5 |
| 3 | 6.43% | T4 |
| 4 | 5.35% | T6 |
| 5 | 3.13% | T4 + T5 |
| 6 | 2.69% | T2 |
| 7 | 1.94% | T1 |
| 8 | 1.92% | T4 + T6 |
| 9 | 1.89% | T2 + T4 |
| 10 | 1.83% | T1 + T4 |
| 11 | 1.47% | T1 + T5 |
| 12 | 1.42% | T5 + T6 |
| 13 | 1.33% | T3 + T4 |
| 14 | 1.17% | T2 + T5 |
| 15 | 1.15% | T1 + T4 + T5 |
| 16 | 1.04% | T3 |
| 17 | 0.96% | T4 + T5 + T6 |
| 18 | 0.83% | T2 + T4 + T5 |
| 19 | 0.80% | T1 + T4 + T6 |
| 20 | 0.78% | T1 + T2 + T4 |
| 21 | 0.74% | T2 + T3 + T4 |
| 22 | 0.71% | T2 + T4 + T6 |
| 23 | 0.69% | T3 + T4 + T5 |
| 24 | 0.69% | T1 + T4 + T5 + T6 |
| 25 | 0.64% | T3 + T4 + T6 |
| 26 | 0.62% | T3 + T5 |
| 27 | 0.58% | T1 + T2 + T4 + T6 |
| 28 | 0.53% | T1 + T2 + T3 + T4 + T5 + T6 |
| 29 | 0.52% | T2 + T6 |
| 30 | 0.51% | T1 + T2 + T4 + T5 |
| - | - | Those accounting for <0.5% are omitted. |
Figure 4Consumer concern degree of each topic.
Figure 5Emotion pie graph of consumers’ opinions on online games.