ArticleFrontiers in psychology2022
Examining Crisis Communication Using Semantic Network and Sentiment Analysis: A Case Study on NetEase Games.
Article in Frontiers in psychology, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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Who cites it
5 citing papers in PubMed.
- Trust dynamics in social media crises: a topic-aspect-sentiment analysis of public evaluations during a school food safety incident.Frontiers in psychology · 2026Article
- A Fault Diagnosis Model of an Electric Submersible Pump Based on Mechanism Knowledge.Sensors (Basel, Switzerland) · 2025Article
- Influence of Strategic Crisis Communication on Public Perceptions during Public Health Crises: Insights from YouTube Chinese Media.Behavioral sciences (Basel, Switzerland) · 2024Article
- Sentiment Impact of Public Health Agency communication Strategies on TikTok under COVID-19 Normalization: Deep Learning Exploration.Zeitschrift fur Gesundheitswissenschaften = Journal of public health · 2023Article
- Effect of daily new cases of COVID-19 on public sentiment and concern: Deep learning-based sentiment classification and semantic network analysis.Zeitschrift fur Gesundheitswissenschaften = Journal of public health · 2023Article
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Authors and funding
5 authors.
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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.
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