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

Yubo Kou
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引用次数: 50

Abstract

Toxic behaviors in online gaming such as flaming and harassment have been gaining attention from the research community, yet little consensus has formed about what constitutes toxic behavior. Game developers usually maintain a classification system of toxic behaviors, which oftentimes fails to reflect the dynamic and developing forms of toxicity. In this paper, we consider toxic behavior as situated action, and seek to establish a taxonomy of toxic behaviors from a player perspective in League of Legends, currently one of the largest Esports games in the world. Our findings include five primary types of toxic behaviors, as well as five contextual factors that could lead to toxic behavior. In doing so, we provide a holistic, detailed account of toxic behavior in a team-based competitive gaming context, highlight the role of player perspective in explaining toxic behavior, and extend existing scholarly discussions on toxicity and moderation.
团队竞争游戏中的有害行为:以《英雄联盟》为例
网络游戏中的有毒行为,如燃烧和骚扰,已经引起了研究界的关注,但关于什么是有毒行为,还没有形成共识。游戏开发者通常会维持一种有毒行为的分类系统,而这种分类系统往往无法反映出有毒行为的动态发展形式。在本文中,我们将有害行为视为情境行动,并试图从《英雄联盟》(目前世界上最大的电子竞技游戏之一)的玩家角度建立有害行为的分类。我们的发现包括五种主要类型的有毒行为,以及五种可能导致有毒行为的背景因素。在此过程中,我们对基于团队的竞技游戏环境中的有毒行为进行了全面、详细的描述,强调了玩家视角在解释有毒行为中的作用,并扩展了现有的关于毒性和适度的学术讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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