Abstract

Social media give us the power to connect and share our views with millions of people; it does not matter how far away they are. Before social media, it is not an easy task to connect with millions of people. The Internet plays a vital role in this journey. Even a lot of development was done in the field of games. Like social media, people can communicate with each other; it does not matter how far away they are. People can play online games with others; it does not matter how much far away they are. The top 10 online games are Fortnite, PUBG, Overwatch, Apex Legends, Minecraft, Dota 2, Grand Theft Auto V, League of Legends, Sea of Thieves, Counter-Strike: Global Offensive (Top 10 Online Multiplayer Games | Game Development | Melior Games, https://meliorgames.com/game-development/top-10-online-multiplayer-games/. Accessed 20 October 2020, [1]). Sometimes, the government took some steps regarding these online games or apps. Like the Government of India (GoI) banned 118 mobile apps regarding privacy concerns of its people (India bans 118 more Chinese mobile apps including PUBG Mobile over privacy concerns—The Financial Express, https://www.financialexpress.com/industry/technology/india-bans-118-more-chinese-mobile-apps-including-pubg-mobile-over-privacy-concerns/2072830/. Accessed 20 October 2020). PUBG, a popular online game, is one of them that is forbidden by GoI. So, people expressed their views on Twitter and other social media. In this paper, we download tweets regarding PUBG; sentiment analysis was done using lexical analysis and machine learning techniques. We classify tweets in three factors like neutral, negative, and positive. Most of the persons who are posting negative comments mean they are using PUBG, and they are addicted. We are trying to find online gaming addictive behaviour of people.

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