Evidence map›Paper›PMID 36232091›Full record

ArticleInternational journal of environmental research and public health2022

Consumers' Opinions towards Public Health Effects of Online Games: An Empirical Study Based on Social Media Comments in China.

Tao Shu, Zhiyi Wang, Huading Jia, Wenjin Zhao, Jixian Zhou, Tao Peng

Open access · goldAbstract read
In one paragraph

Article in International journal of environmental research and public health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
1.6field-weighted citation impact, top 13% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed, 4 citations in OpenAlex.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 2 institutions in 1 country.

Tao ShuSchool of Computing and Artificial Intelligence, Southwestern University of Finance and Economics, Chengdu 611130, China.
Zhiyi WangSchool of Computing and Artificial Intelligence, Southwestern University of Finance and Economics, Chengdu 611130, China.
Huading JiaSchool of Computing and Artificial Intelligence, Southwestern University of Finance and Economics, Chengdu 611130, China.
Wenjin ZhaoSchool of Management Science and Engineering, Southwestern University of Finance and Economics, Chengdu 611130, China.
Jixian ZhouSchool of Computing and Artificial Intelligence, Southwestern University of Finance and Economics, Chengdu 611130, China.
Tao PengManagement College, Ocean University of China, Qingdao 266100, China.
Southwestern University of Finance and Economics · CNOcean University of China · CN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Social MediaText MessagingAdolescentChinaEmpirical ResearchHumansPublic Healthconsumer opinionnatural language processingNLPonline gamespublic healthsocial media comment

Identifiers

PMID36232091
PMCPMC9565009
OpenAlexW4303696476

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.