Authors
Sercan Sengün, Joni Salminen, Peter Mawhorter, Soon-gyo Jung, Bernard Jansen
Publication date
2019/9/12
Book
Proceedings of the 30th ACM Conference on Hypertext and Social Media
Pages
87-95
Description
We examine culture- and racial-based toxicity and hate speech in player communities and explore how this toxicity might be informed and affected by the design of the game elements and content. To illustrate these effects, we used a mixed method approach to analyze the experiences of players from the Middle East and North Africa (MENA) regions within the League of Legends (LoL) community as a case study. By qualitatively and quantitatively analyzing more than 2 million lines of in-game chats from 30,000 game sessions on 2 LoL servers and also 89 forum discussions containing hundreds of lines of text, we find that despite the world and characters of LoL being fictional, they are recognized by the player base as having connections to the real-world cultures and, accordingly, they affect the way that players communicate. We provide specific examples of both negative and positive inspirations to elaborate on …
Total citations
20202021202220232024354108
Scholar articles
S Sengün, J Salminen, P Mawhorter, S Jung, B Jansen - Proceedings of the 30th ACM Conference on Hypertext …, 2019