You are currently on the new version of our website. Access the old version .
InformationInformation
  • Article
  • Open Access

23 June 2022

Understanding Entertainment Trends during COVID-19 in Saudi Arabia

,
and
Department of Information Technology, King Saud University, Riyadh 11362, Saudi Arabia
*
Author to whom correspondence should be addressed.

Abstract

Studying people’s opinions is a growing research field. This area of research is known as sentiment analysis. The COVID-19 pandemic changed everything around the world and reduced social contact among people. Citizens and residents of Saudi Arabia experienced high stress during the pandemic, seeking entertainment via games and publishing their activities on social media platforms such as Twitter. In this paper, we focus on applying the Mazajak sentiment analyzer on tweets containing game keywords in Arabic collected using Twitter API during the lockdown period to decide whether users preferred playing individually or in groups. This can help designers and developers, as well as the Saudi General Entertainment Authority (GEA), focus on creating the most interesting games for individuals and improving them to meet users’ expectations. Our approach has three main stages: tweet collection, tweet preparation, and finally, the application of sentiment analysis to get the desired goal based on people’s behavior toward the games. The result of this paper confirms that people, in general, preferred playing in groups, instead of alone, during this period.

1. Introduction

In March 2020, the World Health Organization (WHO) [1] declared the outbreak of the novel Coronavirus disease (COVID-19), first identified in Wuhan, China, in December 2019, as a global pandemic. Since then, COVID-19 has precipitated a global crisis, with more than 214,468,601 confirmed cases and more than 4,470,969 deaths worldwide as of 27 August 2021 [1]. The progression of COVID-19 sparked a series of government interventions and responses, including country-wide lockdowns, school closures, travel bans, and cancellation of public events. Moreover, social distancing and curfews were strictly implemented to prevent the spread of the disease within communities. The COVID-19 pandemic and the need to slow its spread have impacted social interactions in nearly every sector, including employment, education, entertainment, travel, transportation, and recreation.
As millions of individuals were forced to stay home, new entertainment trends emerged [2]. Some of those trends were digital, such as video-on-demand and streaming video and electronic sell-through. Others involved physical engagement between close family members, such as playing board games and cooking new recipes. People often share their entertainment trends on social media platforms, including Twitter [3,4].
The Saudi Ministry of Health [5] confirmed the first COVID-19 case in Saudi Arabia in March 2020. The Saudi government was very proactive in preventing the spread of COVID-19. For instance, a partial curfew (6:00 AM to 7:00 PM) was issued on 23 March 2020 and lasted for 21 days. After that, a 24-h curfew was issued in major Saudi cities, including Riyadh, Dammam, Tabuk, Dahran, Hafuf, Jeddah, Taif, Qatif, and Khobar. During the Eid Al-Fitr holiday, the authorities imposed a country-wide 24-h curfew that started on 23 May 2020 and lasted for five days. Moreover, school closures were enforced between 9 March 2020 and 29 August 2021, mosque closures were enforced between 15 March 2020 and 31 May 2020, and national flight lockdowns were enforced between 19 March 2020 and 17 May 2021. Research has found an increase in gaming duration and overall online activity during these lockdown periods [6].
Sentiment analysis is a text mining technique that aims to process and detect the emotions conveyed in a given text. Typically, the goal is to help specify the attitude toward an entity, topic, or concept [7]. Here we constructed a dataset comprising Arabic tweets posted by individuals residing in Saudi Arabia using a specific set of keywords related to gaming. In this work, we study the gaming trends in Saudi Arabia during the COVID-19 lockdown (9 March 2020 to 21 June 2020) using sentiment analysis of Twitter data. The goal is to characterize the preferred gaming style, the most popular online game, and the most popular physical game among the Saudi population. We also investigate the impact of the preventative measures employed by the Saudi government on the gaming demand in Saudi Arabia. The main contributions of this work can be summarized as follows:
1.
Creating a Twitter dataset containing Arabic tweets relevant to gaming trends during the lockdown period posted by individuals living in Saudi Arabia. Specific game-related keywords were used to retrieve the tweets.
2.
Analyzing the sentiment of the obtained dataset to discover the Saudi community’s style of gaming during the COVID-19 lockdowns (individually or in groups).
3.
Analyzing the sentiment of the obtained dataset to discover the most popular online game and the most popular physical game within the Saudi community.
4.
Investigating the impact of the preventative measures employed by the Saudi government on the gaming demand among the Saudi population during the lockdown period.
Our results show that 60% of people prefer to play within groups rather than play individually. We further observed that Ludo was the game most frequently played. In addition, the largest number of gaming-related tweets were posted in the week of 22 March 2020, which marks the beginning of the curfew in Saudi Arabia. The results show that people had high spirits and more interest in playing games during the curfew. The results of this work can be used as a guide by the Saudi General Entertainment Authority (GEA) as well as game designers, developers, and advertisers. Our results can assist in directing the attention of interested parties toward the gaming style, games, and gaming conditions preferred by the Saudi community and meeting their desires.
The rest of this paper is organized as follows: Section 2 discusses the related work. Section 3 presents the methodology. Section 4 and Section 5 present the results and discussion, respectively. Finally, the conclusion and future works are discussed in Section 6.

3. Methodology

Our goal is to investigate the gaming styles and preferences of the Saudi population during the lockdown period. To achieve this goal, we constructed a dataset comprising Arabic tweets posted by individuals residing in Saudi Arabia using a specific set of keywords related to gaming. In this section, we discuss our dataset collection and construction, followed by the sentiment analysis process (see Figure 1).
Figure 1. Pipeline of the methodology.

3.1. Dataset Collection and Construction

Our dataset is comprised of a set of Arabic tweets posted during the lockdown period by residents of Saudi Arabia (from 9 March 2020 to 21 June 2020). To collect the tweets, we used several key phrases, each indicating a different form or use of the word “play” (ألعب). The word “play” is used by Arabic speakers to express their involvement in a game (physical or virtual). Note that the root word “play” was avoided during dataset collection since it led to the retrieval of a large number of irrelevant tweets. The total number of collected tweets was 208,159. Table 1 lists the key phrases used during dataset collection. Based on the key phrases used during the tweet collection, the dataset can be partitioned into four groups, as shown in Table 1. Group one includes key phrases that indicate that a person played individually. Group two includes a single general keyword. Group three includes key phrases that suggest an invitation to play together (in the form of a question). Group four includes key phrases that state a fact related to the playing of a game. Table 1 shows the number of tweets collected in each set.
Table 1. Arabic key phrases used during Tweet collection and their English translation.

3.2. Dataset Preprocessing and Organization

Not all of the collected tweets in the dataset contribute to the purpose of the analysis. Therefore, the dataset was preprocessed using the following steps.
1.
Decrease the overall size of the dataset by removing irrelevant tweet attributes. The remaining attributes include the tweet text, language, mentions, URLs, photos, number of replies, number of retweets, number of likes, hashtags, quotes, and videos. These attributes were used later during the cleaning process.
2.
Clean the dataset by removing irrelevant tweets, such as tweets containing only memes, jokes, quotes, videos, and URLs. The total number of tweets after cleaning is 208,159.
3.
Clean the text of each tweet by removing English words, stop words, and vowel marks.
4.
Normalization (e.g., teh marbuta “ة” to heh “ه” and alef variants to ’ا’)
5.
Tokenize each Tweet text in the dataset using the Mazajak tool [20].

3.3. Sentiment Analysis

We performed the sentiment analysis by assigning an emotional orientation (positive, negative, or neutral) to each tweet based on its text. A tweet is considered positive if it conveys positive opinions, feelings, or agreeable words. A tweet is considered negative if it conveys negative opinions or feelings or if it contains disagreeable or refusal words. Otherwise, a tweet can be considered neutral.
The following tweet from our dataset can be used as an example of a tweet with a positive sentiment: ( وربي مبسوط مو طبيعي اول مرا افوز بقيم لعبت فيه لحالي).
The following tweet is an example of a tweet with a negative sentiment: “I played alone and got bored, so I let the enemy kill me” ( رحت لعبت لحالي و طفشت وخليت العدو يقتلني ).
The following tweet is an example of a Tweet with a neutral sentiment: ”I played two games yesterday alone” (لعبت قيمين البارح لحالي ).
To perform our sentiment analysis, we used Mazajak [20], which is an open-source Arabic sentiment analyzer built on a convolutional neural network (CNN) followed by Long Short-Term Memory (LSTM). CNN works as a feature extractor as it can provide representative features based on local patterns that the sentences have, whereas LSTM works on these extracted features by taking context and word ordering into consideration [20].
Mazajak has been proven to achieve state-of-the-art results on many Arabic dialect datasets [20].
Figure 2 shows the sentiment of the collected tweets for each keyword; Table 2 shows the number of tweets for each keyword by grouping the keywords into four groups.
Figure 2. The result of sentiment analysis on collected key words.
Table 2. Collected data classifications results.

3.4. Mazajak Evaluation

This evaluation will provide us with a comprehensive understanding of the models’ ability to classify tweets into positive, negative, and neutral. We fine-tuned the model on a random sample of tweets from the dataset. The sample size was about 13,000 tweets. The randomization of the sample provides a high level of representation of the whole dataset, which allows the generalization of the results.
The sample has been annotated manually into positive, negative, and neutral to evaluate the model accuracy, precision, recall, and F1 score. The results are listed in Table 3. Table 4 compares the values obtained from the Mazajak tool with those obtained from the manual annotation. Here, both neutral and positive tweets were considered positive.
Table 3. Mazajak results.
Table 4. Comparison between human and Mazajek results.
As shown in Table 3 and Table 4, the Mazajak model achieved high performance (F1-score: 72% and accuracy: 71%). Further, Mazajak presents strong baselines that show a good balance between precision and recall. This indicates the power of the model in handling text sentiment analysis classification problems.

4. Results

In this work, we focus on analyzing three aspects of gaming during COVID-19 lockdowns: preferred gaming style (individually or within groups), preferred games (physical and online), and the impact of the preventative measures employed by the Saudi government on the gaming demand. For each type of analysis, we select a subset of tweets from our tweet dataset that contains keywords that match the analysis.
Groups one and four will be considered to determine the preferred gaming style since the other groups have unrelated and less accurate results (since group two is a general word (Games), it contains related and unrelated tweets, while group three is a question).
All four groups will be considered to gain an insight into the preferred games and the impact of preventative measures on gaming demand.

4.1. Preferred Gaming Style

In this analysis, we aim to identify the preferred gaming style among people living in Saudi Arabia. Specifically, we investigate if Saudis and Saudi residents preferred playing individually or within groups. Two sets from our tweet dataset, Group one and Group four were used in this analysis with a total of 11,688 tweets, as explained in Table 5.
Table 5. Sentiment analysis classification for the preferred gaming style.
In Table 5, it can be noticed that tweets related to playing alone are approximately half of the tweets related to playing within groups, which makes sense since people who play with others may tweet and mention each other in the same games more than in games with individual players. In addition, Table 3 shows that playing alone has 60% negative, 26% neutral, and 14% positive tweets, which can suggest that people do not like playing alone. On the contrary, there are 40% negative, 20% positive, and 40% neutral tweets about playing within groups. Therefore, results show that 60% of people prefer playing within groups over playing individually.

4.2. Preferred Games

In this section, we investigate the most popular game among people living in Saudi Arabia (online or physical). To do so, we searched each tweet in our dataset for game names. The search was restricted to popular games. We used the following list of popular online games: Call of duty, Pubg, Fortnite, Rainbow, and Monster; and the following list of popular physical games: Keram and Ludo. However, Ludo could be both a physical and online game.
After that, we annotate a sample tweet from each of the four groups. The manual annotation can give us more accurate sentiment analysis results.
Table 6 shows the sentiment analysis results for the selected datasets. We considered both positive and neutral as positive since the neutral context implies that they already play the game. It is important to note that Keram, which is a physical game, has the least frequent mention due to the medium that is used to discuss the games (an online platform), so the most frequently mentioned games in the collected datasets were online.
Table 6. Games’ keywords sentiment analysis.
Table 6 also shows the result of the sentiment analysis of the games’ keywords. We can observe that Ludo is the most frequently mentioned game, followed by Pubg, Call of duty, Fortnite, Rainbow, Keram, and finally Monster, which is the least frequently mentioned game.

4.3. Impact of Preventative Measures on Gaming Demand

To analyze the impact of the preventative measures on the gaming demand, we partitioned the tweets in the dataset by their dates. Figure 3 shows the number of tweets for the period between 9 March 2020 and 9 June 2020.
Figure 3. Game-related tweets. (a) Tweeting trends sorted by day. (b) Tweeting trends sorted by month.
From Table 7 and Table 8, it can be observed that the largest number of gaming-related tweets were posted in the week of 22 March 2020. Interestingly, 22 March marks the beginning of the 7:00 p.m. to 6:00 a.m. curfew in Saudi Arabia. Moreover, 25 March was the beginning of the 3:00 p.m. to 6:00 a.m. curfew in three major cities (Riyadh, Makkah, and Almadinah).
Table 7. Highest game-related tweeting per day.
Table 8. Lowest game-related tweeting per day.

5. Discussion

This study investigates the gaming styles and preferences of Saudi users. It also analyzes the impact of the different preventive measures employed by the Saudi government on the gaming demand among Saudi users.
The two royal orders of partial and full curfews issued in the same week affected the gaming demand. Thus, it can be noted that these results agree with [17], whose finding shows that joy and anticipation are the most dominant emotions in Saudi. Moreover, our results may also agree with the authors in [16], who found that Saudi citizens experienced a lower level of pressure than non-Saudis during the COVID-19 pandemic in general. Interestingly, the lowest tweeting rate per day was observed on the day the curfew lifted.
The current study has some limitations. First, confining Arabic keywords during tweet collection was challenging due to the presence of different dialects. For example, the four words (بلحالي، لوحدي، لحالي، مع نفسي) all translate to “alone”.
Second, some of the collected tweets in the dataset were irrelevant to the sentiment analysis task after preprocessing. This includes tweets in which people discuss their memories of games.
Finally, searching tweets based on location imposed an extra challenge since many Twitter users disable their geographic location. Hence, the targeted audience is inaccurate because there is a high possibility that we collected tweets from other countries in addition to Saudi tweets.

6. Conclusions

To analyze people’s behavior during the COVID-19 lockdown period, we collected a dataset of game-related keywords using Twitter API to see whether Saudi people preferred to play alone or within groups. The sentiment analysis was performed using the Mazajak sentiment analyzer. A sample with 12,462 tweets was randomly selected from our collected dataset to evaluate the Mazajak model; the evaluation shows that Mazajak gives good results on Arabic tweets. The result of this analysis confirmed that people, in general, preferred playing in groups over playing alone during this period. This can help designers, developers, and the Saudi GEA to focus on meeting people’s desires. In future work, we plan to obtain more specific results by focusing on the names of the games when comparing people’s preferences to decide whether people preferred online or physical games during the lockdown period, the entertainment direction in general, and how they spent their time during the lockdown period. Furthermore, we aim to compare different Arabic language sentiment analyzers and use araBERT, which has become available online recently (5 months ago) and has a pre-trained model for sentiment analysis tasks in Arabic.

Author Contributions

Conceptualization, A.A. and R.A.; writing—original draft preparation, A.A. and R.A.; writing—review and editing, A.A., R.A. and H.A.; supervision, H.A. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Data Availability Statement

The dataset and analysis codes are available at https://github.com/fdAmaal/SaudiCurefewGames (accessed on 19 April 2022).

Conflicts of Interest

The authors declare no conflict of interest.

References

  1. World Health Organization. Available online: https://www.who.int (accessed on 7 August 2021).
  2. Malema, M.J.; Achmat, G.; Smithdorf, G.E.; Andrews, B.; Schippers, R.; Onagbiye, S.; Malema, M.P. Online sports and e-gaming as means to promote leisure activity amidst COVID-19 pandemic. Int. Leis. Rev. 2021, 10, 73–81. [Google Scholar]
  3. Khan, R.; Shrivastava, P.; Kapoor, A.; Tiwari, A.; Mittal, A. Social media analysis with AI: Sentiment analysis techniques for the analysis of Twitter COVID-19 data. J. Crit. Rev. 2020, 7, 2761–2774. [Google Scholar]
  4. Twitter. Available online: https://marketing.twitter.com/en/insights/brandcommunications-in-times-of-crisis (accessed on 7 August 2021).
  5. ArabNews. Saudi Arabia Announces First Case of Coronavirus. Available online: https://www.arabnews.com/node/1635781/saudi-arabia (accessed on 2 March 2020).
  6. Alsaad, A.J.; Alabdulmuhsin, F.M.; Alamer, Z.M.; Alhammad, Z.A.; Al-Jamaan, K.A.; Al-sultan, Y.K. Impact of the COVID-19 pandemic quarantine on gaming behavior among children and adolescents in the eastern province of Saudi Arabia. Int. J. Med. Dev. Ctries. 2021, 5, 1007–1014. [Google Scholar] [CrossRef]
  7. Giunchiglia, F.; Maltese, V.; Madalli, D.; Baldry, A.; Wallner, C.; Lewis, P.; Denecke, K.; Skoutas, D.; Marenzi, I. Foundations for the Representation of Diversity, Evolution, Opinion and Bias. Available online: eprints.biblio.unitn.it/archive/00001758/01/063.pdf (accessed on 19 April 2022).
  8. Pokharel, B.P. Twitter Sentiment Analysis during COVID-19 Outbreak in Nepal. Available online: https://www.researchgate.net/profile/Bishwo-Prakash-Pokharel-2/publication/342228515_Twitter_Sentiment_Analysis_During_Covid-19_Outbreak_in_Nepal/links/5ef2b616458515ceb207eb07/Twitter-Sentiment-Analysis-During-Covid-19-Outbreak-in-Nepal.pdf (accessed on 19 April 2022).
  9. Gupta, P.; Kumar, S.; Suman, R.; Kumar, V. Sentiment analysis of lockdown in India during COVID-19: A case study on twitter. PIEEE Trans. Comput. Soc. Syst. 2020, 8, 992–1002. [Google Scholar] [CrossRef]
  10. Imran, A.; Daudpota, S.; Kastrati, Z.; Batra, R. Cross-cultural polarity and emotion detection using sentiment analysis and deep learning on COVID-19 related tweets. IEEE Access 2020, 8, 181074–181090. [Google Scholar] [CrossRef] [PubMed]
  11. Batra, R.; Imran, A.; Kastrati, Z.; Ghafoor, A.; Daudpota, S.; Shaikh, S. Evaluating polarity trend amidst the coronavirus crisis in peoples’ attitudes toward the vaccination drive. Sustainability 2021, 13, 5344. [Google Scholar] [CrossRef]
  12. Alotaibi, S.; Mehmood, R.; Katib, I. Sentiment analysis of Arabic tweets in smart cities: A review of Saudi dialect. In Proceedings of the 2019 Fourth International Conference on Fog and Mobile Edge Computing (FMEC); Rome, Italy, 10–13 June 2019, pp. 330–335.
  13. Aljameel, S.S.; Alabbad, D.A.; Alzahrani, N.A.; Alqarni, S.M.; Alamoudi, F.A.; Babili, L.M.; Aljaafary, S.K.; Alshamrani, F.M. A sentiment analysis approach to predict an individual’s awareness of the precautionary procedures to prevent COVID-19 outbreaks in Saudi Arabia. Int. J. Environ. Res. Public Health 2021, 18, 218. [Google Scholar] [CrossRef] [PubMed]
  14. Addawood, A.; Alsuwailem, A.; Alohali, A.; Alajaji, D.; Alsuhaibani, J.; Aljabli, F.; Alturki, M. Tracking and Understanding Public Reaction during COVID-19: Saudi Arabia as a Use Case. Available online: https://openreview.net/pdf?id=cTb46kPCBjb (accessed on 19 April 2022).
  15. Alsudias, L.; Rayson, P. COVID-19 and Arabic Twitter: How Can Arab World Governments and Public Health Organizations Learn from Social Media? Available online: https://openreview.net/pdf?id=yx-k0ukHzDR (accessed on 19 April 2022).
  16. Al-Qahtani, A.M.; Elgzar, W.T.; Ibrahim, H.A.-F. COVID-19 pandemic: Psycho-social consequences during the social distancing period among najran city population. Psychiatr. Danub. 2020, 32, 280–286. [Google Scholar] [CrossRef] [PubMed]
  17. Alhazmi, H.; Alharbi, M. Emotion analysis of arabic tweets during COVID-19 pandemic in Saudi Arabia. Emotion 2020, 11, 619–625. [Google Scholar] [CrossRef]
  18. Alharbi, A.A.; Alotebii, H.A.; AlMansour, A.A. Towards measuring happiness in Saudi Arabia based on tweets: A research proposal. In Proceedings of the 2018 1st International Conference on Computer Applications & Information Security (ICCAIS), Riyadh, Saudi Arabia, 4–6 April 2018; pp. 1–4. [Google Scholar]
  19. Alkhaldi, S.; Alzuabi, S.; Alqahtani, R.; Alshammari, A.; Alyousif, F.; Alboaneen, D.A.; Almelihi, M. Twitter sentiment analysis on activities of saudi general entertainment authority. In Proceedings of the 2020 3rd International Conference on Computer Applications & Information Security (ICCAIS), Riyadh, Saudi Arabia, 19–21 March 2020; pp. 1–5. [Google Scholar]
  20. Farha, I.A.; Magdy, W. Mazajak: An online Arabic sentiment analyser. In Proceedings of the Fourth Arabic Natural Language Processing Workshop, Florence, Italy, 1 August 2019; pp. 192–198. [Google Scholar]
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Article Metrics

Citations

Article Access Statistics

Multiple requests from the same IP address are counted as one view.