Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games

  title={Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games},
  author={Haewoon Kwak and Jeremy Blackburn and Seungyeop Han},
  journal={Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems},
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. 

Figures and Tables from this paper

Toward Empathic Agents for Defusing Toxic Behaviors on Team Competition Games

This paper proposes and approach to defuse the effects of toxic behaviors in a team-competition game and a framework to implement an agent which effectively defuses negative impacts of them as well as helping users to notice the meaning and impacts of certain actions and avoid further chain-reactions of them.

Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends

A holistic, detailed account of toxic behavior in a team-based competitive gaming context is provided, the role of player perspective is highlighted in explaining toxic behavior, and existing scholarly discussions on toxicity and moderation are extended.

Digital Poison " Approaching a Theory of Toxic Behavior in MOBA games

Negative behavior through computer-mediated-communication has become a major concern for players and developers of video games. Within the particularly successful game genre Multiplayer Online Battle

“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games

Toxic behavior is commonplace in online games and has negative consequences for players. Although previous studies have illustrated common types and features of in-game toxic behavior, it remains

Effects of individual toxic behavior on team performance in League of Legends

ABSTRACT Toxic behavior in online video games is frequent and problematic. Previous research has linked toxic behavior with worsened performance. No study, however, has investigated a causal

Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies

The preliminary findings from an interview study show that players define toxicity as behaviors disrupt their morale and team dynamics, and participants are inclined to normalize negative behaviors and rationalize it as part of the competitive game culture.

Towards a unified theory of toxic behavior in video games

The results of this study indicate that online disinhibition best explains toxic behavior, whereby toxic behavior victimization, attitude, and behavioral control also play an important role.

Toxic Teammates or Obscene Opponents? Influences of Cooperation and Competition on Hostility between Teammates and Opponents in an Online Game

Hostility among players is an ongoing problem for many types of online games, where the competitive, “high stakes” nature of ranked competitiveness may foster anti-social behavior among game players.

Report please! : a survey on players' perceptions towards the tools for fighting toxic behavior in competitive online multiplayer video games

The fast paced and highly competitive online video game environment can cause players to act in bad ways towards their teammates or the enemy team, also known as "toxic behavior". Games usually offer



Linguistic Analysis of Toxic Behavior in an Online Video Game

Using crowdsourced data from over 590 thousand cases of accused toxic players in a popular match-based competition game, League of Legends, a series of linguistic analyses are performed to gain a deeper understanding of the role communication plays in the expression of toxic behavior.

The identification of deviance and its impact on retention in a multiplayer game

It is found that toxic players have several significant predictive patterns, such as playing in more competitive game modes and playing with friends, and that experienced players are more resilient to deviant behavior.

The life and death of online gaming communities: a look at guilds in world of warcraft

This paper examines some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers, focusing on structural properties of these groups, as represented by their social networks and other variables.

Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space

Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study.

Branded with a scarlet "C": cheaters in a gaming social network

It is observed that the cheating behavior appears to spread through a social mechanism: the presence and the number of cheater friends of a fair player is correlated with the likelihood of her becoming a cheater in the future.

Cheaters in a gaming social network

This study shows that cheaters are well embedded in the social network, having similar connectivity to non-cheaters; their social position is largely undistinguishable from that of fair players; and their geographic distribution does not correspond to real world population nor is it determined by the popularity of the Steam Community at a given realworld location.

Functional or social?: exploring teams in online games

It is found that spending more time in teams does not always lead to more social interactions and the results show that solo players and team players are two distinct populations and they are highly predictable based on players' in-game status.

Friends FTW! friendship and competition in halo: reach

It is found that friendships exert a strong influence, leading to both improved individual and team performance - even after controlling for the overall expertise of the team - and increased pro-social behaviors.

Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls

The role of mischief is explored as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways, and is of vital importance understanding online social interactions.

Defining grief play in MMORPGs: player and developer perceptions

The paper suggests that greed play be treated as griefing, but a more subtle form, and investigates the different types of griefing and establishes a taxonomy of terms in grief play.