253 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

    Curing Toxicity - A Multi-Method Approach

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    All about that base: Differing player experiences in video game genres and the unique case of MOBA games

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    Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres

    Dark Desires? Using the Theory of Basic Desires to Better Understand Toxic Behavior in Multiplayer Online Games

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    Within the context of multiplayer online battle arena video games (MOBAs) toxic behavior (TB) remains a complex and yet unsolved socio-technological challenge. While significant work has been done recently, there is a lack of theory-guided approaches for curbing TB. In this work, we test the motivational theory of basic desires for explaining the occurrence of TB. For this, we used a survey approach and collected a sample consisting of players of the successful MOBAs League of Legends and Dota 2 (n = 308). Using a PCA, results indicate two underlying factors of the 16 basic desires (i.e., physiological and social factors). Consequently, both factors hold the potential to explain TB. In addition, the predisposition age showed a significant influence on TB in our sample. These findings highlight the 16 basic desires as a promising frame for understanding the antecedents of TB

    Good Game Well Played: An Esports Documentary

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    This film explores the operations and cultural practices of the esports community with an emphasis on Twitch as the dominant community platform. Explored sub-communities include Counter-Strike: Global Offensive, Duelyst, and League of Legends. A focus on Duelyst allows us to explore the characteristics of an accessible esports culture while also referencing League of Legends and Counter-Strike: Global Offensive offers an objective look at two of the industry’s most developed esports scenes. This documentary tracks the production of broadcast content, the lifestyles of professional players, and the narratives of the industry’s most involved employees. In doing so, the research draws conclusions concerning esports culture, communication behaviors, and a comparison to traditional sports. The film includes expert interviews with industry professionals from both production and competitor viewpoints

    Exploring player experience and social networks in MOBA Games: The case of League of Legends

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    A pesar de la popularidad de los juegos de arena de combate multijugador en línea (MOBA en inglés) como League of Legends (LoL), tanto la experiencia de jugador (PE) que proporciona este género relativamente reciente como las redes sociales que se generan a su alrededor siguen, en gran medida, inexplorados. Con el incremento del tiempo que los jugadores dedican a este tipo de juegos competitivos en línea, los impactos positivos y negativos de hacerlo cobran relevancia; es, por lo tanto, importante entender cómo se estructura dicha experiencia para abordar de forma sistemática los mecanismos que desencadenan respuestas de los jugadores. El presente trabajo empieza obteniendo y caracterizando una muestra de jugadores de League of Legends y sigue con el uso de las variables resultantes y de la estructura de las relaciones sociales como entradas para explorar su relación con la experiencia de los jugadores. Al fin y al cabo, la PE es básica para involucrar al jugador y, por lo tanto, es clave para el éxito de cualquier juego digital. Los resultados muestran, entre otros, cómo los jugadores de League of Legends perciben el juego como “justo” para su nivel de competencia en cualquier rango, mientras que su afinidad respecto a los compañeros se ve afectada por la estructura social. La empatía y los sentimientos negativos, no obstante, no parecen verse afectados por la composición del equipo. Entender la experiencia del jugador en League of Legends puede no tan sólo ser útil para mejorar el propio LoL o los juegos de tipo MOBA, sino también para desarrollar juegos más inmersivos a la vez que se mejora su calidad. A medida que los juegos competitivos online se convierten rápidamente en una de las mayores actividades colectivas humanas a nivel global, la investigación sobre la experiencia del jugador adquiere también una importancia crucial

    Social gaming: A systematic review

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    Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes

    How perceived toxicity of gaming communities is associated with social capital, satisfaction of relatedness, and loneliness

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    There are various benefits of playing multiplayer games, such as enjoyment, satisfaction of basic psychological needs, facilitation of social relationships, and coping and recovery. However, these benefits to online game players are often undermined by the presence of in-game toxicity. Toxicity can be detrimental for game developers when players leave their games. For the players, toxicity can be harmful, by causing distress; however, effects of toxicity on the wellbeing of players are not yet fully understood nor substantiated with empirical evidence. To close this gap, we conducted a study partially replicating and extending findings from prior work. We conducted two online surveys, using validated scales, to explore relationships between the perceived toxicity of gaming communities and social connectedness outcomes. We found that toxicity was associated with lower in-game social capital, need satisfaction of relatedness, and higher loneliness. Our findings provide further evidence that toxicity poses a problem for multiplayer game communities
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