Abstract:Abstract. In 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 analyses to gain a deeper understanding of the role communication plays in the expression of toxic behavior. We characterize linguistic behavior of toxic players and compare it with that of typical players in an online competition game. We also find empirical… Show more
“…Besides their competitive nature, MOBAs are also known for the complex social interactions they afford, with toxic player behavior among the major sources of negative experiences (Kwak and Blackburn, 2014;Kwak et al, 2015;Tyack et al, 2016). Tyack et al (2016), for instance, identified deviant behavior from teammates as a reason to abandon playing MOBA games, although most players ultimately quit due to reasons unrelated to the game.…”
Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. Based on the motivational regulations posited by Self-Determination Theory and Latent Profile Analysis, we identify four distinct motivational profiles, which differ with regards to player experience and, to a lesser extent, in-game behavior. While the more self-determined profiles "Intrinsic" and "Autonomous" report mainly positive experience-related outcomes, a considerable part of the player base does not. Players of the "Amotivated" and "External" profile derive less enjoyment, experience more negative affect and tension, and score lower on vitality, indicating game engagement that is potentially detrimental to players' well-being. With regards to game metrics, minor differences in the rate of assists in unranked matches and performance indicators were observed between profiles. This strengthens the notion that differences in experiences are not necessarily reflected in differences in behavioral game metrics. Our findings provide insights into the interplay of player motivation, experience, and in-game behavior, contributing to a more nuanced understanding of player-computer interaction.
“…Besides their competitive nature, MOBAs are also known for the complex social interactions they afford, with toxic player behavior among the major sources of negative experiences (Kwak and Blackburn, 2014;Kwak et al, 2015;Tyack et al, 2016). Tyack et al (2016), for instance, identified deviant behavior from teammates as a reason to abandon playing MOBA games, although most players ultimately quit due to reasons unrelated to the game.…”
Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. Based on the motivational regulations posited by Self-Determination Theory and Latent Profile Analysis, we identify four distinct motivational profiles, which differ with regards to player experience and, to a lesser extent, in-game behavior. While the more self-determined profiles "Intrinsic" and "Autonomous" report mainly positive experience-related outcomes, a considerable part of the player base does not. Players of the "Amotivated" and "External" profile derive less enjoyment, experience more negative affect and tension, and score lower on vitality, indicating game engagement that is potentially detrimental to players' well-being. With regards to game metrics, minor differences in the rate of assists in unranked matches and performance indicators were observed between profiles. This strengthens the notion that differences in experiences are not necessarily reflected in differences in behavioral game metrics. Our findings provide insights into the interplay of player motivation, experience, and in-game behavior, contributing to a more nuanced understanding of player-computer interaction.
“…The chat feature is designed for exchanging strategies and sharing emotions, and thus serves to foster a sense of belonging in the team. In practice however, it becomes a channel for toxic players to harass other ally players [32].…”
Section: Intra-group Conflicts and Socio-political Factorsmentioning
In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test several hypotheses drawn from theories explaining toxic behavior. Besides providing large-scale, empirical based understanding of toxic behavior, our work can be used as a basis for building systems to detect, prevent, and counter-act toxic behavior.
“…Most recently, another group of researchers observed that game interactions such as interacting with toxic players can have negative impacts on retention in League of Legends [19]. As cyberbullying has been considered as one of the factors that make players annoyed, feel fatigued, and even leave the game [15], there have been much efforts to define, detect, and prevent toxic playing in online games [4,13,14]. However, in this work, we do not investigate the effect of cyberbullying on player engagement due to the limitation of our dataset.…”
Retaining players over an extended period of time is a longstanding challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or abandon a game at different stages within the game, previous studies have looked at the retention problem from a snapshot view. This study, by analyzing in-game logs of 51,104 distinct individuals in an online multiplayer game, uniquely offers a multifaceted view of the retention problem over the players' virtual life phases. We find that key indicators of longevity change with the game level. Achievement features are important for players at the initial to the advanced phases, yet social features become the most predictive of longevity once players reach the highest level offered by the game. These findings have theoretical and practical implications for designing online games that are adaptive to meeting the players' needs.
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