Dados Bibliográficos

AUTOR(ES) Lynnette Hui Xian Ng , Adrian Xuan Wei Lim , Michael Miller Yoder
ANO Não informado
TIPO Artigo
PERIÓDICO First Monday
ISSN 1396-0466
E-ISSN 1396-0466
DOI 10.5210/fm.v30i6.13851
ADICIONADO EM 2025-08-18

Resumo

Online multiplayer games like League of Legends, Counter Strike, and Roblox create experiences through community interactions between players. These games provide players with the ability to interact with each other through multiple modes of communication: text, image, audio, and behavioral signals. However, the presence of such features also opens a Pandora's box to toxic behavior, such as hate speech, racism, and gaming-specific behaviors like intentional feeding. This paper reflects on toxic behavior from the perspective of the game industry. We first present definitions of toxic behavior through referencing definitions by several large game studios. We thus define toxic behavior as: actions disapproved by game designers and/or gaming communities that might affect gameplay. Then, we elaborate on the effects of toxic behavior — ruined game play experience, reduced player base, harmed success of the game and game studio. Through online case reports, we identify four modes of toxic behavior in online multiplayer games — text, image, audio, and behavioral — then move into a treatment of current practices for mitigating toxic content in terms of detection and game design, before concluding with open research directions.

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