We present a qualitative study of governance in the community of League of Legends, a popular Multiplayer online battle arena (MOBA) game developed by Riot Games. To cope with toxic behaviors such as griefing and flaming, Riot Games initially implemented a crowdsourcing system inviting players to participate in governing their own community. However, in May, 2014, they automated the system, relying heavily on code while minimizing the level of human participation. We analyzed both players’ and Riot Games’ narratives to understand their attitudes towards the relationship between human judgment and automation, as well as between alienation and community. We found stark differences between players and Riot Games in terms of attitudes towards c...
This paper is part one of a three part study into the collective regulation processes of players in ...
Online gaming is the entertainment of the masses nowadays as it entertains hundreds of millions of p...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
We present a qualitative study of governance in the community of League of Legends, a popular Multip...
Anti-social behavior, such as flaming in newsgroups and forums, is pervasive and problematic in many...
Toxic Behaviour, the phenomena where a person behaves in a way meant to intimidate or belittle anoth...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
This thesis argues that toxic behaviour practices in the game League of Legends are structural and c...
Several popular contemporary online multiplayer games and franchises are developed and managed with ...
Introduction: Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities su...
This article explores relationships between players and the owners of the massively multiplayer onli...
Negative online behaviors, such as toxicity, continue being issues in several popular multiplayer on...
In recent decades, many sectors of our society have been digitized, and much of our life has moved t...
This study focuses on tensions and conflicts between the developers and the players of massively mul...
This paper is part one of a three part study into the collective regulation processes of players in ...
Online gaming is the entertainment of the masses nowadays as it entertains hundreds of millions of p...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...
We present a qualitative study of governance in the community of League of Legends, a popular Multip...
Anti-social behavior, such as flaming in newsgroups and forums, is pervasive and problematic in many...
Toxic Behaviour, the phenomena where a person behaves in a way meant to intimidate or belittle anoth...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the ...
This thesis argues that toxic behaviour practices in the game League of Legends are structural and c...
Several popular contemporary online multiplayer games and franchises are developed and managed with ...
Introduction: Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities su...
This article explores relationships between players and the owners of the massively multiplayer onli...
Negative online behaviors, such as toxicity, continue being issues in several popular multiplayer on...
In recent decades, many sectors of our society have been digitized, and much of our life has moved t...
This study focuses on tensions and conflicts between the developers and the players of massively mul...
This paper is part one of a three part study into the collective regulation processes of players in ...
Online gaming is the entertainment of the masses nowadays as it entertains hundreds of millions of p...
Online interactive environments like World of Warcraft, Second Life, Habbo and The Sims Online are i...