~/talk

Toxic Behaviors in Team-Based Competitive Gaming

Talkat CHI PLAY 2020 · 2020-11-02..11-04· [game-development, ux-and-product-design]
name:Yubo Kou
links:none on file
slides:none on file

Study of League of Legends uses online data analysis to derive a player-centered taxonomy that replaces the stagnant 2012 report categories, producing five primary types and five contextual factors and turning overlapping platform labels into mutually exclusive categories. Key findings: toxicity depends on competitive context, correlates with negative emotions and contagion, is common among many players, and includes an insidious deceptive intentional griefing (pretend lag to lose). Recommends updating classificaitons and offering sanctions that explain and teach emotion management.

AI-written summary · about

  1. 0:00Intro
  2. 0:28Study Site: League of Legends
  3. 0:49Toxic behavior in game
  4. 1:29The official categories of toxic behaviors
  5. 1:52Platform Rules VS Player Norms
  6. 2:30Classifying toxicity based on players' own accounts
  7. 2:56Situating toxicity in a highly competitive context
  8. 3:27The emotional underpinning of toxicity
  9. 3:58Toxicity does not just belong to a small set of malicious player
  10. 4:16Surreptitious Toxicity
  11. 4:42Design implications
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