Sentiment Analysis of Video Game Console Pre-launching Tweets Using Python

Author(s):  
Fadel Mohammad Farma ◽  
Kevinaldo Barevan ◽  
Ibrahim Tarigan ◽  
Riri Fitri Sari
2013 ◽  
Author(s):  
Louis-Benoit Desroches ◽  
Jeffery Greenblatt ◽  
Stacy Pratt ◽  
Henry Willem ◽  
Erin Claybaugh ◽  
...  

Author(s):  
Edward Downs

A pre-test, post-test experiment was conducted to determine if using a popular racing game on a PlayStation® 3 video game console could change a player's intent to drive distracted. Results indicated that those who were driving distracted (texting or talking) in a video game driving simulator had significantly more crashes, speed violations, and fog-line crossings than those in a non-distracted driving control group. These findings are consistent with predictions from the ACT-R cognitive architecture and threaded cognition theory. A follow-up study manipulated the original protocol by establishing a non-distracted baseline for participants' driving abilities as a comparison. Results demonstrated that this manipulation resulted in a significantly stronger change in attitude against driving distracted than in the original procedure. The implications help to inform driving safety programs on proper protocol for the use of game consoles to change attitudes toward distracted driving.


2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Alasdair G. Thin ◽  
Craig Brown ◽  
Paul Meenan

Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable dance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles. The subjects’ level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their perceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the physiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty and enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between helping to guide and coordinate player movement versus offering greater movement flexibility.


2009 ◽  
Vol 24 (3) ◽  
pp. 421-445 ◽  
Author(s):  
Pradeep K. Chintagunta ◽  
Harikesh S. Nair ◽  
R. Sukumar

2017 ◽  
Vol 137 ◽  
pp. 149-162 ◽  
Author(s):  
Joseph J Thompson ◽  
Betty HM Leung ◽  
Mark R Blair ◽  
Maite Taboada

Author(s):  
Łukasz Bryl ◽  
Justyna Majewska ◽  
Szymon Truskolaski

Purpose: The chapter examines the extent and level of the pandemic impact on sport, video game, and tourism industry by analyzing the emotional narration of articles related to Covid-19 effects on these industries so as to assess and predict the situation of industries during the pandemic and in the following years, but also to explain sources of positive sentiment for a given industry. Design/methodology/approach: The study provides a sentiment analysis of the global disclosure of the Covid-19 pandemic in the press, online articles, and social media (Twitter) with the use of three independent R packages. The final sample consisted of 142 articles; the oldest was published on January 23, 2020, whereas the newest one on October 14, 2020. Findings: Sentiment analysis revealed that the emotional tinge of the articles is much more positive for video games and soccer than in the case of tourism. In the case of video games and soccer, positive emotions such as “trust” or “anticipation” prevailed over much more common emotions of “fear” and “sadness” used about tourism. The impact of the pandemic was similar for video games and soccer, which was a mixture of negative and positive events. Research limitations/implications: Further research should use other resources such as the mass media or other data sources in addition to social media information and include a long-term analysis divided into stages of the pandemic as reactions and moods have been changing over time. Moreover, the factors influencing the perception of situations in different sectors of the economy should be identified in future research. Practical implications: The use of sentiment analysis shows that such quantification may be performed for new social phenomena before any hard (e.g., financial) data are available. Social implications: An approximation was obtained for quantifying the societal “general feeling” with regards to specific sectors affected by the pandemic. Originality and value: The chapter compares the response to the pandemic crisis of different sectors that reveal the sentiment contributing to the growth or difficulties of a given industry. The use of sentiment analysis enabled us to assess and predict the situation of industries during the pandemic before the hard and comprehensive data will occur.


2014 ◽  
Vol 8 (3) ◽  
pp. 509-526 ◽  
Author(s):  
Louis-Benoit Desroches ◽  
Jeffery B. Greenblatt ◽  
Stacy Pratt ◽  
Henry Willem ◽  
Erin Claybaugh ◽  
...  

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