Toxicity Detection in Multiplayer Online Games

Conference Paper (2015)
Author(s)

M. Märtens (TU Delft - Network Architectures and Services)

S Shen (Parallel and Distributed Processing Laboratory)

Alexandru Iosup (TU Delft - Data-Intensive Systems)

F.A. Kuipers (TU Delft - Network Architectures and Services)

Research Group
Network Architectures and Services
Copyright
© 2015 M. Märtens, S. Shen, A. Iosup, F.A. Kuipers
DOI related publication
https://doi.org/10.1109/NetGames.2015.7382991
More Info
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Publication Year
2015
Language
English
Copyright
© 2015 M. Märtens, S. Shen, A. Iosup, F.A. Kuipers
Research Group
Network Architectures and Services
ISBN (print)
978-1-5090-0069-2
ISBN (electronic)
978-1-5090-0068-5
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

Social interactions in multiplayer online games are an essential feature for a growing number of players world-wide. However, this interaction between the players might lead to the emergence of undesired and unintended behavior, particularly if the game is designed to be highly competitive. Communication channels might be abused to harass and verbally assault other players, which negates the very purpose of entertainment games by creating a toxic player-community. By using a novel natural language processing framework, we detect profanity in chat-logs of a popular Multiplayer Online Battle Arena (MOBA) game and develop a method to classify toxic remarks. We show how toxicity is non-trivially linked to game success.

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