Publication Type
Conference Proceeding Article
Version
publishedVersion
Publication Date
4-2015
Abstract
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.
Keywords
MOBA, online video game, toxic playing, team competition, cyberbullying, crowdsourcing, League of Legends, trolling
Discipline
Artificial Intelligence and Robotics
Research Areas
Intelligent Systems and Optimization
Publication
Proceedings of the 33rd Annual CHI Conference on Human Factors in Computing Systems, CHI 2015 Seoul, South Korea, April 18-23
First Page
3739
Last Page
3748
ISBN
9781450331456
Identifier
10.1145/2702123.2702529
Publisher
ACM
City or Country
New York
Citation
1
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.