Related papers: Exploring Cyberbullying and Other Toxic Behavior i…
In this paper we explore the linguistic components of toxic behavior by using crowdsourced data from over 590 thousand cases of accused toxic players in a popular match-based competition game, League of Legends. We perform a series of…
One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or…
Toxicity is a widespread phenomenon in competitive online video games. In addition to its direct undesirable effects, there is a concern that toxicity can spread to others, amplifying the harm caused by a single player's misbehavior. In…
Toxic behavior is one of the problems most associated with the gaming community. Reports of hate speech and anti-gaming behavior are common in many online multiplayer games. Many studies address this area, focusing on players and,…
Online multiplayer games like League of Legends, Counter Strike, and Skribbl.io create experiences through community interactions. Providing players with the ability to interact with each other through multiple modes also opens a Pandora…
Cyberbullying and cyberaggression are increasingly worrisome phenomena affecting people across all demographics. More than half of young social media users worldwide have been exposed to such prolonged and/or coordinated digital harassment.…
Toxicity and harassment are widespread in the video-gaming context. Especially in competitive online multiplayer scenarios, gamers oftentimes send harmful messages to other players (teammates or opponents) whose consequences span from mild…
Online games provide a rich recording of interactions that can contribute to our understanding of human behavior. One potential lesson is to understand what motivates people to choose their teammates and how their choices leadto…
One major problem with cyberbullying research is the lack of data, since researchers are traditionally forced to rely on survey data where victims and perpetrators self-report their impressions. In this paper, an automatic data collection…
Online game forums are popular to most of game players. They use it to communicate and discuss the strategy of the game, or even to make friends. However, game forums also contain abusive and harassment speech, disturbing and threatening…
Over the past few years, online aggression and abusive behaviors have occurred in many different forms and on a variety of platforms. In extreme cases, these incidents have evolved into hate, discrimination, and bullying, and even…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
The "Battlefield" online game is well-known for its large-scale multiplayer capabilities and unique gaming features, including various vehicle controls. However, these features make the game a major target for cheating, significantly…
Toxicity in online gaming communities remains a persistent challenge, manifesting across genres, platforms, and player interactions. While much research is focused on in-game toxicity, less is known about how toxic behavior varies between…
Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is…
Cyberbullying is a problem in today's ubiquitous online communities. Filtering it out of online conversations has proven a challenge, and efforts have led to the creation of many different datasets, all offered as resources to train…
Antisocial behavior can be contagious, spreading from individual to individual and rippling through social networks. Moreover, it can spread not only through third-party influence from observation, just like innovations or individual…
Cyberbullying among minors is a pressing concern in our digital society, necessitating effective prevention and intervention strategies. Traditional data collection methods often intrude on privacy and yield limited insights. This study…
Online toxic content has grown into a pervasive phenomenon, intensifying during times of crisis, elections, and social unrest. A significant amount of research has been focused on detecting or analyzing toxic content using machine-learning…
Cyberbullying is a major social issue that is on the rise with a substantial potential to impact a large number of Internet users globally. The growth and rapid proliferation of the Internet and other ubiquitous technologies like social…