调节在线竞技动作游戏中玩家破坏性行为的挑战

Rafal Kocielnik, Zhuofang Li, Claudia Kann, D. Sambrano, Jacob Morrier, Mitchell Linegar, Carly Taylor, Min Kim, Nabiha Naqvie, Feri Soltani, Arman Dehpanah, Grant Cahill, Animashree Anandkumar, R. M. Alvarez
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引用次数: 0

摘要

在线竞技动作游戏是一种非常流行的娱乐形式。虽然大多数游戏都受到数百万玩家的喜爱,但也有一小部分玩家从事作弊和仇恨言论等破坏性行为。识别并随后控制这些有毒玩家是一项具有挑战性的任务。以往的研究仅使用经过整理的数据对这一问题的特定方面进行了研究,对现实世界中的管理实践了解有限。与此相反,我们的工作提供了一个独特而全面的视角,来审视在网络系统中管理破坏性行为所面临的普遍挑战。我们将对一款广受欢迎的在线第一人称动作竞技游戏(《使命召唤®:现代战争®II》)的大型数据集的分析与参与管理的利益相关者的见解相结合。我们发现了与处理此类游戏中的破坏性行为有关的六个普遍挑战。我们讨论了以往工作中忽略的挑战,如处理大量不平衡数据或确保人类版主的舒适度。我们还讨论了减轻这些挑战的可能的技术、设计和政策方法。
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Challenges in moderating disruptive player behavior in online competitive action games
Online competitive action games are a very popular form of entertainment. While most are respectfully enjoyed by millions of players, a small group of players engages in disruptive behavior, such as cheating and hate speech. Identifying and subsequently moderating these toxic players is a challenging task. Previous research has only studied specific aspects of this problem using curated data and with limited access to real-world moderation practices. In contrast, our work offers a unique and holistic view of the universal challenges of moderating disruptive behavior in online systems. We combine an analysis of a large dataset from a popular online competitive first-person action title (Call of Duty®: Modern Warfare®II) with insights from stakeholders involved in moderation. We identify six universal challenges related to handling disruptive behaviors in such games. We discuss challenges omitted by prior work, such as handling high-volume imbalanced data or ensuring the comfort of human moderators. We also offer a discussion of possible technical, design, and policy approaches to mitigating these challenges.
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