12 research outputs found

    Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games

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    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.Comment: CHI'1

    The Social World of Content Abusers in Community Question Answering

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    Community-based question answering platforms can be rich sources of information on a variety of specialized topics, from finance to cooking. The usefulness of such platforms depends heavily on user contributions (questions and answers), but also on respecting the community rules. As a crowd-sourced service, such platforms rely on their users for monitoring and flagging content that violates community rules. Common wisdom is to eliminate the users who receive many flags. Our analysis of a year of traces from a mature Q&A site shows that the number of flags does not tell the full story: on one hand, users with many flags may still contribute positively to the community. On the other hand, users who never get flagged are found to violate community rules and get their accounts suspended. This analysis, however, also shows that abusive users are betrayed by their network properties: we find strong evidence of homophilous behavior and use this finding to detect abusive users who go under the community radar. Based on our empirical observations, we build a classifier that is able to detect abusive users with an accuracy as high as 83%.Comment: Published in the proceedings of the 24th International World Wide Web Conference (WWW 2015

    The power of indirect social ties

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    While direct social ties have been intensely studied in the context of computer-mediated social networks, indirect ties (e.g., friends of friends) have seen little attention. Yet in real life, we often rely on friends of our friends for recommendations (of good doctors, good schools, or good babysitters), for introduction to a new job opportunity, and for many other occasional needs. In this work we attempt to 1) quantify the strength of indirect social ties, 2) validate it, and 3) empirically demonstrate its usefulness for distributed applications on two examples. We quantify social strength of indirect ties using a(ny) measure of the strength of the direct ties that connect two people and the intuition provided by the sociology literature. We validate the proposed metric experimentally by comparing correlations with other direct social tie evaluators. We show via data-driven experiments that the proposed metric for social strength can be used successfully for social applications. Specifically, we show that it alleviates known problems in friend-to-friend storage systems by addressing two previously documented shortcomings: reduced set of storage candidates and data availability correlations. We also show that it can be used for predicting the effects of a social diffusion with an accuracy of up to 93.5%.Comment: Technical Repor

    An Army of Me: Sockpuppets in Online Discussion Communities

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    In online discussion communities, users can interact and share information and opinions on a wide variety of topics. However, some users may create multiple identities, or sockpuppets, and engage in undesired behavior by deceiving others or manipulating discussions. In this work, we study sockpuppetry across nine discussion communities, and show that sockpuppets differ from ordinary users in terms of their posting behavior, linguistic traits, as well as social network structure. Sockpuppets tend to start fewer discussions, write shorter posts, use more personal pronouns such as "I", and have more clustered ego-networks. Further, pairs of sockpuppets controlled by the same individual are more likely to interact on the same discussion at the same time than pairs of ordinary users. Our analysis suggests a taxonomy of deceptive behavior in discussion communities. Pairs of sockpuppets can vary in their deceptiveness, i.e., whether they pretend to be different users, or their supportiveness, i.e., if they support arguments of other sockpuppets controlled by the same user. We apply these findings to a series of prediction tasks, notably, to identify whether a pair of accounts belongs to the same underlying user or not. Altogether, this work presents a data-driven view of deception in online discussion communities and paves the way towards the automatic detection of sockpuppets.Comment: 26th International World Wide Web conference 2017 (WWW 2017

    Examining community of inquiry model in influencing e-learning usage among female students

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    The use of online social games, nowadays, is so rampant especially among students of higher learning. This provides them with means to interact with one another by sharing the same interests irrespective of locations. The use of online social games tools is noticed to be high among female students. Meanwhile, an e-learning environment that has the features of social network tools such as games has great potential to innovate and stimulate the continual usage of E-learning among students, by fostering social interaction and knowledge sharing among the students. E-learning is an important online tool that can be used to achieve quality of learning and teaching among students in higher education.It is thus pertinent for any online technological tools that will maintain efficient usage, especially among female students to be able to facilitate social interaction, since female students are more comfortable sharing ideas among their peers.To this end, the study intend to consider the assumptions of community of inquiry model which highlights three important constructs that provide theoretical details for consideration in this study. To be specific, this research examines the impact of social presence, cognitive presence and teaching presence of online social games on E-learning usage among female students of higher institutions .To achieve these objectives, three hypotheses were formulated based on previous studies. In order to examine these hypotheses, data was collected among female students at school of computing, Universiti Utara Malaysia . While the sample size of the study was 80 female students and the data was subjected to tests of reliability, descriptive statistics, correlations, and multiple regression analysis. The findings of this study revealed that, the attributes of online social games; cognitive presence and teaching presence have positive significant impact on E-learning usage. Meanwhile, social presence does not have a significant impact on E-learning usage

    Mean birds: Detecting aggression and bullying on Twitter

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    In recent years, bullying and aggression against social media users have grown significantly, causing serious consequences to victims of all demographics. Nowadays, cyberbullying affects more than half of young social media users worldwide, suffering from prolonged and/or coordinated digital harassment. Also, tools and technologies geared to understand and mitigate it are scarce and mostly ineffective. In this paper, we present a principled and scalable approach to detect bullying and aggressive behavior on Twitter. We propose a robust methodology for extracting text, user, and network-based attributes, studying the properties of bullies and aggressors, and what features distinguish them from regular users. We find that bullies post less, participate in fewer online communities, and are less popular than normal users. Aggressors are relatively popular and tend to include more negativity in their posts. We evaluate our methodology using a corpus of 1.6M tweets posted over 3 months, and show that machine learning classification algorithms can accurately detect users exhibiting bullying and aggressive behavior, with over 90% AUC

    Detecting cyberbullying and cyberaggression in social media

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    Cyberbullying and cyberaggression are increasingly worrisome phenomena affecting people across all demographics. More than half of young social media users worldwide have been exposed to such prolonged and/or coordinated digital harassment. Victims can experience a wide range of emotions, with negative consequences such as embarrassment, depression, isolation from other community members, which embed the risk to lead to even more critical consequences, such as suicide attempts. In this work, we take the first concrete steps to understand the characteristics of abusive behavior in Twitter, one of today’s largest social media platforms. We analyze 1.2 million users and 2.1 million tweets, comparing users participating in discussions around seemingly normal topics like the NBA, to those more likely to be hate-related, such as the Gamergate controversy, or the gender pay inequality at the BBC station. We also explore specific manifestations of abusive behavior, i.e., cyberbullying and cyberaggression, in one of the hate-related communities (Gamergate). We present a robust methodology to distinguish bullies and aggressors from normal Twitter users by considering text, user, and network-based attributes. Using various state-of-the-art machine-learning algorithms, we classify these accounts with over 90% accuracy and AUC. Finally, we discuss the current status of Twitter user accounts marked as abusive by our methodology and study the performance of potential mechanisms that can be used by Twitter to suspend users in the future
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