Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community

Social Platform Design & User BehaviorCyberbullying & Online HarassmentGame Developers & DesignersEsports Players & Live StreamersEsports Athletes

Title of the Paper

Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community

Paper Information

  • Field of Study: Game culture and player behavior analysis
  • Keywords: Gamification, player behavior, toxic behavior, online gaming, StarCraft II, community culture, gaming ethics, artificial intelligence, cyberbullying

Research Background and Problem

  • Problem or Challenge: The forms and severity of toxic behavior in online multiplayer games lack unified assessment criteria; existing studies primarily focus on a limited range of game genres (e.g., MOBA and FPS), with insufficient exploration of real-time strategy (RTS) games.
  • Significance: Toxic behavior can harm players' mental health, social capital, and gaming experience, necessitating deeper understanding to design more effective interventions.
  • Motivation and Related Work: The authors observed that certain gaming communities (e.g., League of Legends and Call of Duty) are notorious for high levels of toxicity, whereas the StarCraft II community has largely avoided these issues. This creates an opportunity to compare behavioral mechanisms across different games.

Solution

  • Proposed Method: Through participatory ethnographic research and player interviews, the authors identified ten categories of toxic behavior and constructed a conceptual model to differentiate the severity of toxic behaviors.
  • Innovations:
    • Refined the spectrum of toxic behavior from a linear, unified intensity scale to a multidimensional classification.
    • Emphasized that toxicity assessment depends not only on the behavior itself but also on context and external factors.
    • Focused on RTS games (e.g., StarCraft II), expanding the research baseline traditionally centered on MOBA and FPS genres.
  • Implementation Steps:
    1. Data Collection: The authors gathered research materials through in-game observation, interviews, and personal diaries.
    2. Categorization Analysis: The authors initially identified ten categories of toxic behavior, followed by iterative analysis, interview validation, and participant feedback.
    3. Model Construction: Based on detailed information provided by interviewees, toxic behaviors were classified along two dimensions: severity and frequency, and a visual conceptual map was created.

Research Findings

  • Specific Results:
    • Identified ten toxicity categories, including insulting language, friendly fire, technical cheating, excessive use of game mechanics, among others.
    • Proposed three factors influencing players’ assessment of toxicity severity: direct observation factors, in-game contextual factors, and external (real-world) factors.
    • Popularized and academicized theoretical explanations of toxic behavior, introducing classifications such as "toxic behavior" and "persistent toxicity."
  • Advantages:
    • Advanced the understanding of the complexity of toxic behavior, challenging traditional views that treat toxicity as a single linear construct.
    • Provided behavioral analysis within RTS game scenarios, offering more diverse evidence for cross-genre behavioral studies.
  • Experimental or Evaluation Results:
    • Players’ assessments of toxicity severity were influenced not only by the surface behavior but also by context, frequency, and the relationship between the perpetrator and the victim.
    • For example, high-frequency, high-severity behaviors (e.g., technical cheating) significantly impacted the gaming experience, whereas mild behaviors (e.g., occasional complaints) might be accepted or even perceived as humorous.
  • Limitations and Future Directions:
    • Limitations: The study is primarily based on the authors’ observations and interviews, introducing a degree of subjectivity; the sample of female players was small; the findings are limited to the StarCraft II context, with restricted external validity.
    • Future Directions: Expand to more game genres and global samples; delve deeper into players’ strategies for coping with toxic behavior; explore how social factors influence the formation and assessment of toxic behavior.

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https://hci.top/en/papers/chi/148033/2024

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DOI: https://doi.org/10.1145/3613904.3642137
At a Glance

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Source
CHI
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Year
2024
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Authors
3 authors
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Subtopics
Social Platform Design & User Behavior, Cyberbullying & Online Harassment
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Professions
Game Developers & Designers, Esports Players & Live Streamers, Esports Athletes
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