ABSTRACT
Many online collaborative games, e-sports in particular, heavily rely on teamwork. However, players can act in an antisocial way during the match, creating dissent into the match. This kind of behavior is referred to as toxic. We aim to discover the influence brought by toxic behavior in a popular e-sport, League of Legends, through the study of communication patterns of players during the match. We discovered that different communication patterns exist, and that they are directly related to player performance and level of toxic behavior. We also propose metrics to analyze players' performance and the toxic contamination level, which measures the negative impacts of the toxic behavior. Our analysis contributes to shed light on how players behave in an online game, and opens ways to provide a better ambience on the online video game community.
- Charu C Aggarwal and ChengXiang Zhai. 2012. A Survey of Text Clustering Algorithms. In Mining text data. Springer, 77--128.Google ScholarDigital Library
- Jane Barnett, Mark Coulson, and Nigel Foreman. 2010. Examining Player Anger in World of Warcraft. Human-Computer Interaction (2010), 147--160.Google Scholar
- Steven Bird, Ewan Klein, and Edward Loper. 2009. Natural language processing with Python: analyzing text with the natural language toolkit. Google ScholarDigital Library
- Jeremy Blackburn and Haewoon Kwak. 2014. STFU NOOB!. In Proceedings of the 23rd international conference on World Wide Web - WWW '14. 877--888. Google ScholarDigital Library
- David M. Blei, Andrew Y. Ng, and Michael I. Jordan. 2003. Latent Dirichlet Allocation. Journal of machine Learning research 3 (2003), 993--1022. Google ScholarDigital Library
- Rodger Caudill. 2015. Altruism Online : An Ethnographic Exploration into League of Legends. Summer Research (2015).Google Scholar
- Vivian Hsueh-Hua Chen, Henry Been-Lirn Duh, and Chiew Woon Ng. 2009. Players who Play to Make Others Cry. In International Conference on Advances in Computer Enterntainment Technology. 341--344. Google ScholarDigital Library
- Chek Yang Foo and Elina M. I. Koivisto. 2004. Defining Grief Play in MMORPGs. In Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology - ACE '04. 245--250. Google ScholarDigital Library
- Haewoon Kwak and Jeremy Blackburn. 2014. Linguistic Analysis of Toxic Behavior in an Online Video Game. EGG workshop Cmc (2014), 209--217.Google Scholar
- Quoc V. Le and Tomas Mikolov. 2014. Distributed Representations of Sentences and Documents.. In ICML, Vol. 14. 1188--1196. Google ScholarDigital Library
- Holin Lin and Sun Chuen-Tsai. 2005. The `White-eyed' Player Culture: Grief Play and Construction of Deviance in MMORPGs. In DiGRA 2005 Conference: Changing Views - Worlds in Play.Google Scholar
- J. Lin. 2015. More Science Behind Shaping Player Behavior in Online Game. In Game Developers Conference 2015.Google Scholar
- Radim Rehůřek and Petr Sojka. 2010. Software Framework for Topic Modelling with Large Corpora. In Proceedings of the LREC 2010 Workshop on New Challenges for NLP Frameworks. 45--50.Google Scholar
- Kenneth B. Shores, Yilin He, Kristina L. Swanenburg, Robert Kraut, and John Riedl. 2014. The Identification of Deviance and its Impact on Retention in a Multiplayer Game. Proceedings of the 17th ACM conference on Computer Supported Cooperative Work & Social Computing - CSCW '14 (2014), 1356--1365. Google ScholarDigital Library
- John Suler. 2004. The Online Disinhibition Effect. CyberPsychology & Behavior 7, 3 (2004), 321--326.Google Scholar
Recommendations
Understanding toxic behavior in online games
WWW '14 Companion: Proceedings of the 23rd International Conference on World Wide WebWith the remarkable advances from isolated console games to massively multi-player online role-playing games, the online gaming world provides yet another place where people interact with each other. Online games have attracted attention from ...
Linguistic Analysis of Toxic Behavior in an Online Video Game
Social InformaticsAbstractIn this paper we explore the linguistic components of toxic behavior by using crowdsourced data from over 590 thousand cases of accused toxic players in a popular match-based competition game, League of Legends. We perform a series of linguistic ...
The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games
Toxic behavior remains a salient challenge for online gaming environments, such as multiplayer online battle arena video games (MOBAs). In this study, we sought to understand player roles and settings in which toxicity occurs using a mixed-methods ...
Comments