Studying toxic behavior influence and player chat in an online video game

Joaquim A. M. Neto, Kazuki Yokoyama, Karin Becker
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引用次数: 34

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.
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研究在线视频游戏中的有毒行为影响和玩家聊天
许多在线协作游戏,尤其是电子竞技,都非常依赖团队合作。然而,玩家可以在比赛中以反社会的方式行事,在比赛中制造异议。这种行为被称为有毒的。我们的目的是通过研究《英雄联盟》这一热门电子竞技项目中玩家在比赛中的交流方式,来发现有毒行为所带来的影响。我们发现存在不同的交流模式,它们与玩家的表现和有害行为的水平直接相关。我们还提出了分析玩家表现和有毒污染水平(衡量有毒行为的负面影响)的指标。我们的分析有助于揭示玩家在网络游戏中的行为方式,并为在线视频游戏社区提供更好的氛围。
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