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An opinion mining methodology to analyse games for health

Despite the positive impact of games for health on players’ health, users tend to stop playing them after a short period of time, leading benefits to fade. It is therefore important to understand how to sustain interest and, in this way, preserve the health benefits of games for health. This could b...

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Detalles Bibliográficos
Autores principales: Silva, Paula Alexandra, Santos, Renato
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9638502/
https://www.ncbi.nlm.nih.gov/pubmed/36373074
http://dx.doi.org/10.1007/s11042-022-14070-w
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author Silva, Paula Alexandra
Santos, Renato
author_facet Silva, Paula Alexandra
Santos, Renato
author_sort Silva, Paula Alexandra
collection PubMed
description Despite the positive impact of games for health on players’ health, users tend to stop playing them after a short period of time, leading benefits to fade. It is therefore important to understand how to sustain interest and, in this way, preserve the health benefits of games for health. This could be achieved by continuously reviewing user feedback after product launch and using this information to inform (re)design and better address user needs. With the growth of social media, user opinions became widely available in public forums. This abundance of information affords us the possibility of, through the application of natural language processing and sentiment analysis techniques, tapping into user opinions and automatically analysing and extracting knowledge from them. This paper introduces a methodology that analyses user comments posted on YouTube about the Just Dance game, to automatically extract information about Usability, User Experience (UX), and Perceived Health Impacts related to Quality of Life (H-QoL). In doing so, the methodology uses a pre-established vocabulary, based on the English lexicon and its semantic relations, to annotate the presence of 38 concepts (five of Usability, 18 of UX, and 15 of H-QoL) and to analyse sentiment. The results of the information extraction and processing are displayed on a dashboard that allows for the exploration and browsing of the results, which can be useful to better understand the opinions and impacts perceived by users and to inform the (re)design of games for health. The methodology proposed builds upon over 500,000 user comments collected from over 32,000 videos.
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spelling pubmed-96385022022-11-07 An opinion mining methodology to analyse games for health Silva, Paula Alexandra Santos, Renato Multimed Tools Appl 1224: New Frontiers in Multimedia-based and Multimodal HCI Despite the positive impact of games for health on players’ health, users tend to stop playing them after a short period of time, leading benefits to fade. It is therefore important to understand how to sustain interest and, in this way, preserve the health benefits of games for health. This could be achieved by continuously reviewing user feedback after product launch and using this information to inform (re)design and better address user needs. With the growth of social media, user opinions became widely available in public forums. This abundance of information affords us the possibility of, through the application of natural language processing and sentiment analysis techniques, tapping into user opinions and automatically analysing and extracting knowledge from them. This paper introduces a methodology that analyses user comments posted on YouTube about the Just Dance game, to automatically extract information about Usability, User Experience (UX), and Perceived Health Impacts related to Quality of Life (H-QoL). In doing so, the methodology uses a pre-established vocabulary, based on the English lexicon and its semantic relations, to annotate the presence of 38 concepts (five of Usability, 18 of UX, and 15 of H-QoL) and to analyse sentiment. The results of the information extraction and processing are displayed on a dashboard that allows for the exploration and browsing of the results, which can be useful to better understand the opinions and impacts perceived by users and to inform the (re)design of games for health. The methodology proposed builds upon over 500,000 user comments collected from over 32,000 videos. Springer US 2022-11-05 2023 /pmc/articles/PMC9638502/ /pubmed/36373074 http://dx.doi.org/10.1007/s11042-022-14070-w Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle 1224: New Frontiers in Multimedia-based and Multimodal HCI
Silva, Paula Alexandra
Santos, Renato
An opinion mining methodology to analyse games for health
title An opinion mining methodology to analyse games for health
title_full An opinion mining methodology to analyse games for health
title_fullStr An opinion mining methodology to analyse games for health
title_full_unstemmed An opinion mining methodology to analyse games for health
title_short An opinion mining methodology to analyse games for health
title_sort opinion mining methodology to analyse games for health
topic 1224: New Frontiers in Multimedia-based and Multimodal HCI
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9638502/
https://www.ncbi.nlm.nih.gov/pubmed/36373074
http://dx.doi.org/10.1007/s11042-022-14070-w
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