[Article] Can a video game company tame toxic behaviour?

Deep Terror Nami··20 votes·2,520 views
Can a video game company tame toxic behaviour?

It took less than a minute of playing League of Legends for a homophobic slur to pop up on my screen. Actually, I hadn't even started playing. It was my first attempt to join what many agree to be the world's leading online game, and I was slow to pick a character. The messages started to pour in.

“Pick one, kidd,” one nudged.

Then, “Choose FA GO TT.”

It was an unusual spelling, and the spaces may have been added to ease the word past the game's default vulgarity filter, but the message was clear.

Online gamers have a reputation for hostility. In a largely consequence-free environment inhabited mostly by anonymous and competitive young men, the antics can be downright nasty. Players harass one another for not performing well and can cheat, sabotage games and do any number of things to intentionally ruin the experience for others — a practice that gamers refer to as griefing.

Racist, sexist and homophobic language is rampant; aggressors often threaten violence or urge a player to commit suicide; and from time to time, the vitriol spills beyond the confines of the game. In the notorious 'gamergate' controversy that erupted in late 2014, several women involved in the gaming industry were subjected to a campaign of harassment, including invasions of privacy and threats of death and rape.

League of Legends has 67 million players and grossed an estimated US$1.25 billion in revenue last year. But it also has a reputation for toxic in-game behaviour, which its parent company, Riot Games in Los Angeles, California, sees as an obstacle to attracting and retaining players. So the company has hired a team of researchers to study the social — and antisocial — interactions between its users. With so many players, the scientists have been able to gather vast amounts of behavioural data and to conduct experiments on a scale that is rarely achieved in academic settings.

Whereas other game companies have similar research teams, Riot's has been remarkably open about its work — with players, with other companies and with a growing collection of academic collaborators who see multiplayer games as a Petri dish for studying human behaviour. “What's most interesting with Riot is not that they're doing it but that they're publicizing it and have an established way of sharing it with academics,” says Nick Yee, a social scientist and co-founder of Quantic Foundry, a video-game-industry consulting firm in Sunnyvale, California.

Riot's findings have helped to reveal where the toxic behaviour comes from and how to steer players to be kinder to each other. And some say that the work may translate to digital venues outside the game. “The work they do is extensible to thinking about big questions,” says Justin Reich, an education researcher at the Massachusetts Institute of Technology in Cambridge, “not just how do we make online games more civil places, but how do we make the Internet a more civil place?”

##Big Business Jeffrey Lin, the lead designer of social systems at Riot, is the public face of its research programme. He has been playing video games online since he was about 11 years old and had long wondered why so many of his fellow gamers put up with toxic behaviour. “Everybody you talk to thinks of the Internet as this hate-filled place,” he says. “Why do we think that's a normal part of gaming experiences?”

In 2012, Lin was finishing a PhD in cognitive neuroscience at the University of Washington in Seattle and was working for the game company Valve in nearby Bellevue when a friend and fellow gamer introduced him to the co-founders of Riot, Marc Merrill and Brandon Beck. They had recognized that toxic behaviour was a major drag on players' experience, and they wanted to solve the problem with science. So they hired Lin as a game designer, essentially giving him the keys to a juggernaut in the online gaming world.

League of Legends, Riot's only game, was released in 2009 and currently attracts 27 million players each day. It is by far the most popular of a growing segment of games referred to as eSports, a world in which elite players form professional teams, win university scholarships and take part in million-dollar tournaments in sporting arenas. The final of League of Legends's 2015 world championship in Berlin drew 36 million viewers online and on television, rivalling the audience of the finals of some traditional sports.

A team from South Korea won the 2013 League of Legends world championship in Los Angeles. The game can be intimidating to newcomers. Players control one of more than 120 characters called champions, each of which has specific abilities, weaknesses and roles. Teams are usually made up of five players, who must cooperate to kill monsters and opponents, collect gold to purchase magical items, capture territory and eventually destroy the other team's base.

Matches last about half an hour on average, so having a poorly performing player on a team can be aggravating. And the game requires coordination between players, for which it provides an in-game chat function. If someone makes a mistake, he or she will generally hear about it fast. Players can report their teammates for being toxic, and this can result in a temporary or permanent ban from the game. But working out how to distinguish a few frustrated grumbles or good-natured trash talk from the kind of vitriol that is worthy of punishment is a difficult task.

To tackle it, Lin needed to make sure that he had a good picture of where such toxicity was coming from. So he got a team to review chat logs from thousands of games each day and to code statements from players as positive, neutral or negative.

The resulting map of toxic behaviour was surprising. Common wisdom holds that the bulk of the cruelty on the Internet comes from a sliver of its inhabitants — the trolls. Indeed, Lin's team found that only about 1% of players were consistently toxic. But it turned out that these trolls produced only about 5% of the toxicity in League of Legends. “The vast majority was from the average person just having a bad day,” says Lin. They behaved well for the most part, but lashed out on rare occasions.

That meant that even if Riot banned all the most toxic players, it might not have a big impact. To reduce the bad behaviour that most players experienced, the company would have to change how players act.

Lin borrowed a concept from classic psychology. In late 2012, he initiated a massive test of priming, the idea that imagery or messages presented just before an activity can nudge behaviours in one direction or another.

http://www.nature.com/polopoly_fs/7.35330.1459331153!/image/nature-riot-games-31-03-16-online.png_gen/derivatives/landscape_630/nature-riot-games-31-03-16-online.png

The Riot team devised 24 in-game messages or tips, including some that encourage good behaviour — such as “Players perform better if you give them constructive feedback after a mistake” — and some that discourage bad behaviour: “Teammates perform worse if you harass them after a mistake”. They presented the tips in three colours and at different times during the game. All told, there were 216 conditions to test against a control, in which no tips were given. That is a ridiculous number of permutations to test on people in a laboratory, but trivial for a company with the power to perform millions of experiments each day.

Some of the tips had a clear impact (see ‘Civil engineering’). The warning about harassment leading to poor performance reduced negative attitudes by 8.3%, verbal abuse by 6.2% and offensive language by 11% compared with controls. But the tip had a strong influence only when presented in red, a colour commonly associated with error avoidance in Western cultures. A positive message about players' cooperation reduced offensive language by 6.2%, and had smaller benefits in other categories. Riot has released just a few of these analyses, so it is hard to make broad generalizations.

From a scientific standpoint, says Lin, the results from the priming experiments were “epic”, and they opened the doors to many more research questions, such as how various tips and colours might influence players from different cultures. But the behavioural improvements were too modest and too fleeting to change the culture of the game. Lin reasoned that if he wanted to make the community more civil, then players would have to have a say in devising the norms. So Riot introduced the Tribunal, which gives players a chance to serve as judge and jury to their peers. In it, volunteers review chat logs from a player who has been reported for bad behaviour, and then vote on whether the offender deserves punishment.

The Tribunal, which started in 2011, gave players a greater sense of control over establishing community norms, says Lin. And it revealed some of the things that triggered the most rebukes: homophobic and racial slurs. But players who were banned from the game were often unsure why they had been punished, and continued to act negatively when the bans were lifted. So Lin's team developed 'reform cards' to give feedback to banned players, and the company then monitored their play. When players were informed only of what kind of behaviour had landed them in trouble, 50% did not misbehave in a way that would warrant another punishment over the next three months. When they were sent reform cards that included the judgements from the Tribunal and that detailed the chats and actions that had resulted in the ban, the reform rate went up to 70%.

But the process was slow; reform cards might not show up until two weeks to a month after an offence. “If you look at any classic literature on reinforcement learning, the timing of feedback is super critical,” says Lin. So he and his team used the copious data they were collecting to train a computer to do the work much more quickly. “We let loose machine learning,” Lin says. The automated system could provide nearly instantaneous feedback; and when abuse reports arrived within 5–10 minutes of an offence, the reform rate climbed to 92%. Since that system was switched on, Lin says, verbal toxicity among so-called ranked games, which are the most competitive — and most vitriolic — dropped by 40%. Globally, he says, the occurrence of hate speech, sexism, racism, death threats and other types of extreme abuse is down to 2% of all games.

“If the numbers they put out there are correct and true, it seems to be working well,” says Jamie Madigan, an author in St Louis, Missouri, who writes about the psychology of gamers. And that's because the reprimands are specific, timely and easy to understand and act upon, he says. “That's classic psychology 101.”

##Open Data Riot's research team is constantly experimenting with other ways to improve interactions in the game. Sportsmanlike behaviour can earn players honour points and other rewards. Tinkering with chat features helped, too. And the team is planning to use the Tribunal to train the game's algorithms to detect sarcastic and passive-aggressive language in chats — a major challenge for machine learning.

From the start, Riot has also made much of its data available for others to investigate. Jeremy Blackburn, an avid gamer and computer scientist who works at Telefonica Research and Development in Barcelona, Spain, mined data on 1.46 million Tribunal cases to develop his own machine-learning approach for predicting when player behaviours would be deemed toxic. Together with Haewoon Kwak at the Qatar Computing Research Institute in Doha, he found that the most important factor — beyond the specific words used in the toxic messages — was how well the opposing team performed. Blackburn, who is interested in studying cyberbullying, hopes to look more at how different cultures judge behaviour. Some evidence, he says, suggests that it is common for Korean gamers to gang up on and berate the poorest-performing players, for example. League data may bear this out. “We saw there was a lot more pardon for this verbal-abuse category.”

Rachel Kowert in Austin, Texas, is a research psychologist on the board of the Digital Games Research Association. She is impressed by the work and especially by Blackburn and Kwak's unfettered access. “It's awesome for the researchers. You can't put a price on real data,” she says.

Other companies also have data that scientists would like. Blizzard Entertainment in Irvine, California, makes the popular online fantasy game World of Warcraft, which many regard as a treasure trove for data on complex social interactions. But few people outside the company have been able work with the data, and most of those who do are subject to stiff non-disclosure agreements. (Blizzard did not respond to Nature's requests for comment.)

By contrast, Riot talks about its data at gaming conferences, and when it collaborates with researchers there are few restrictions on publishing. It also has an outreach programme, visiting universities to establish collaborations. And last May, Lin presented data at the annual meeting of the Association for Psychological Science in New York City to drum up more interest.

Even with those efforts, the company's research has yet to achieve broad recognition among behavioural scientists. “Hopefully they will come to more conferences where people are studying behaviour,” says Betsy Levy Paluck, a social psychologist at Princeton University in New Jersey. Although she was not familiar with Riot, she says that the company seems to be working out how to do high-powered, big-data research in psychology, which has been a major challenge.

Daphné Bavelier, a cognitive neuroscientist at the University of Geneva in Switzerland, met Lin at the conference in New York City. Her research has suggested — to the joy of many gamers and the agony of their parents — that some games, particularly fast-paced first-person shooters, can improve a handful of cognitive abilities, such as visual attention, both within and outside the games. She plans to collaborate with Riot to study how players tackle the steep learning curve in League of Legends.

The team-based nature of the game could also be useful to scientists. Young Ji Kim, a social scientist at the Massachusetts Institute of Technology's Center for Collective Intelligence, was able to recruit 279 experienced teams from League of Legends to fill out surveys and work together on a battery of online tests that were designed to explore team dynamics and the factors that make teams successful. (By providing an in-game incentive worth about $15, Riot helped her team to get thousands of sign-ups in a couple of hours, she says.) The preliminary results suggested that the teams' rank in the game correlates with their collective intelligence — a measure that generally tracks with things such as social perceptiveness and taking equal turns in conversation.

“It's awesome for the researchers. You can't put a price on real data.” The enthusiasm that players show for participating in experiments such as these may be attributable to Lin, who writes frequently about Riot research and can often be found answering players' questions on Twitter and other social media. Being upfront and public about the efforts is important, says Bavelier. Although most digital companies run experiments on users, they are often less transparent. Facebook, for example, published a study about how behind-the-scenes tinkering with news feeds can manipulate user emotions, and received significant backlash from users. “We need to learn from some of the mistakes of others to make sure that the users are aware of what we're doing,” says Bavelier.

Riot has an internal institutional review board that evaluates the ethics of all its experiments. Although not a conflict-free arrangement, it at least suggests that the research is being reviewed with an eye towards participant protection. Academic collaborators also need to get approval from their local boards.

##Virtual violence Lin has lofty goals for his teams' research and interventions. “Can we improve online society as a whole? Can we learn about how to teach etiquette?” he asks. “We're not an edutainment company. We're a games company first, but we're aware of how it could be used to educate.”

Parents, lawmakers and some scientists have fretted for decades that video games, particularly violent ones, are warping the minds of children. But James Ivory, a communication scientist at Virginia Polytechnic Institute and State University, in Blacksburg, says that much of the attention on violence has missed the biggest impact that games have. “Researchers are slowly starting to wise to the idea that it may not be as important to think of what it means for someone to pretend to be a soldier than whether they're spending their time spewing racial or homophobic slurs.”

By the age of 21, the average young gamer will have logged thousands of hours of playing time. That fact alone makes dichotomies such as 'real world' and 'digital world' ring false — for many, game-playing is the real world. And, says Ivory, “the strongest influence these games have on people is how they interact with other people”.

Some researchers are cautious about trying to apply lessons from the game to other settings. Dmitri Williams, a social scientist and founder of Ninja Metrics, an analytics company in Manhattan Beach, California, warns that games have very specific incentive structures, which could limit how well these experiences map to the wider world. “People behave well in real life because if they offend someone or screw up, they have to deal with the consequences.” So, the manipulations that work to curb bad behaviour in League may be meaningless elsewhere.

And there are still considerable challenges for Riot. Players continue to complain about toxic behaviour or what they deem to be unwarranted punishments. And a blog called 'League of Sexism' argues that the suggestive portrayal of female characters in the game contributes to a strong current of sexism in the player community. “It's difficult for players to identify sexist behaviour when sexism is built into the game's very imagery,” says a representative for the blog, who wished to remain anonymous. Although Lin's efforts are “admirable and likely industry-leading”, the representative says, many games are still “awash with verbal harassment, griefing and overall negative behaviour from teammates and opponents”. Lin says that Riot artists are aware of these concerns and that they have made efforts to portray female characters in a stronger and more-powerful way.

Although Riot boasts that serious toxic behaviour infects only 2% of games, somehow I managed to experience it within a minute of playing for the first time. But immediately after “FA GO TT” popped up on my screen, something interesting happened. Another player chimed in with, “Calm down”. Perhaps it was a sign that Lin's efforts to engineer a more civil, self-policing digital space is starting to work. Or maybe it was just a friendly teammate reminding us all that it's just a game.

######Nature 531, 568–571 (31 March 2016) doi:10.1038/531568a

45 Comments

Zerfallen6 votes

Thanks for posting this article Nami.

RawEchoes3 votes

Wall of text alert =S. I actually read it and would like to say that ive been calmer not just with league but a hell of a lot of things in life that woulda pissed me off before. Tbh when lyte permabanned this account I was pissed and thought it was unfair ect. Then he posted my chatlogs and im like... oh fuck did i really say that? (Was a spur of the game thing i forgot) And kinda felt like a dick. Next thing ya know it helped not only with league of legends but with life.

Thanks... Sir phd expert man

Reaper Review2 votes

As someone who has himself been chasing a lofty goal as of late, I've come to appreciate Lyte more considering the magnitude of what he's looking to do.

I mean, I've become a noticeably more calm and collected person thanks in part to his work.

MeDicenWera2 votes

This should be a MUST read for anyone intending to play this game, but not as a "warning", necesarilly. Some of my best gaming memories come from this game, in achieving victory and having fun with people I don't know, and that's barely something we talk about here in the boards.

Hagan2 votes

Toxicity exists because of atrocious game balance (Tanks need tons of damage, CC, and immortality) and a flawed ranking system. Considerable amounts of time are invested into each match and one shit bag can ruin your experience entirely. The automated system is terrible and the term "toxic" deserves to be shot in the face. 90% of games are people baiting toxicity to abuse that report button. If the game was fun people wouldn't care. Individual rating are based off of team play with random strangers who 80% of the time are too idiotic to even push a lead and close a game.

TLDR- Bad game design leaves players unsatisfied and frustrated.

Photos of Ghosts1 votes

...

Solitair2 votes

Riot Logic: Hire team of scientists to help find a way to curb toxic behavior that ruins player experience Encourage champion mechanics(Fizz trollpoll, Annie tibbers stun) that are toxic and ruin player experiences

Lothàrs Edge2 votes

Sure, applaud him for trying to tackle on a magnitude of problems that stem from human nature itself... but to say that it's working well? Open Data? I'm not too sure about that. From a personal standpoint, toxicity has worsened to the point where I just don't even care about winning or losing half the time. If that's "working well" then perhaps I'm unlucky or perhaps it's not as great as we'd like it to be.

Quote: "Some researchers are cautious about trying to apply lessons from the game to other settings. Dmitri Williams, a social scientist and founder of Ninja Metrics, an analytics company in Manhattan Beach, California, warns that games have very specific incentive structures, which could limit how well these experiences map to the wider world. “People behave well in real life because if they offend someone or screw up, they have to deal with the consequences.” So, the manipulations that work to curb bad behaviour in League may be meaningless elsewhere."

This is very important. The lack of consequences is one of the few and only important factors. It is almost entirely meaningless elsewhere because most people don't say certain things or behave the same way that they would in a competitive game compared to a real life scenario. If you're trying to curb human nature itself, I doubt that the video games is the proper outlet for one to experiment on. Studying is another story, but trying to "fix" behaviors with reward systems is like (sorry to bring religion into this) trying to tell someone to be good because they'll go to heaven and if they're bad they'll go to hell. It just... doesn't actually reform people. Self-actualization is what changes people.

Nikoyopu1 votes

Well then what would you suggest? You make a few good points but if you don't offer solutions it comes off as wining

Lothàrs Edge1 votes

There aren't any solutions especially as of now.

If research teams that share info with each other aren't able to influence behaviors within a setting that exists outside of a real life scenario, what makes you think that a random person like me, can?

I might know the wrong answers, but I don't know the right answer.

My suggestion would be to stop publicizing toxicity so that people focus less on chat/reports/calling people trolls. I mean, every other game I've played has had toxicity, but League tops the cake when it comes to people being so angst to report one another. People threatening reports or begging for them doesn't help either. They think they know what toxicity is (though the irony is that they themselves are being toxic) so perhaps its within the company's best interest to actually define what "toxicity" means to them if this is the route they choose to opt for.

Though having a reward system in place for good/bad behavior + double punishment system is... very capitalist/christian-like... and only seems to work on the "surface". It would amount to people "faking kindness" in order to receive rewards. A behavior that is very very unlikely to carry out through IRL scenarios because it isn't even comparable.

Nikoyopu1 votes

The publicity comes from the nature of the boards and there's not much Riot can do about that. Aside from that surface behavior is fine. If a person is yelling and screaming at their computer but types nothing in chat it doesn't hurt anyone. So that is not bad. Changing the behavior of people in their lives would seem to be secondary for this companies agenda.

Aside from that in general unless you have a positive suggestion, and can offer only criticism I suggest you phrase it in a less confrontational way. Bringing in things like religion or economic systems is a good way to get a shouting match, and a bad way to get anyone to listen.

PDE5 Inhib2 votes

I honestly don't think that they will fix the toxicity problem at all as long as they keep addressing ONLY toxic chat. But, let's see how long it takes them to figure that part out.

Deep Terror Nami2 votes

I'm pretty sure you already know this; it's not that gameplay toxicity isn't punished, it's that chat offenses are way easier to detect and track accurately and are much more common. Consistent gameplay offenses are generally punished much more harshly when discovered, though.

PDE5 Inhib1 votes

Depends on the gameplay toxicity. Running into the tower repeatedly? Punished, but after 200 or so games of going 0-30-1 average. Afk farming the jg as mid while the enemy team pushes 4v5 and takes inhib and base because, "the jg didn't give me blue"? Not punished.

Kei1432 votes

An interesting read. I'm kidda interested if Riot did anything with the other systems people have developed.

That being said, 5% people are having a bad day is 1/20 people, which means you are probably likely to meet with someone having a bad day in every other game. No surprise people say they are seeing toxicity every game.

I'm also more interested in seeing the new statistics since hextech system came out.

I also see too much of the behaviors come from the lack of understanding of the current system. Questions like "I WAS PERMABANNED FOR THIS??" and it shows a mild passive aggressive chat or "ZOMG!! PREMADE TROLL REPORT ME!!"

Then the problem of low level toxicity caused by smurfs that were punished, which sets a tone for what is the norm for the new players.

But what can I do? Occasionally I'll go into a bot game or blind pick and teach some of the newer players (yes, I still suck and am @ bronze2), but theres only so such I can do. High ELO streamers probably have a better influence than a little fry like me, but I personally don't think its only Riot's job to "Educate". The community has to do that too.

Overall, I'd say the gaming community generally aren't that skilled in their communication, and education on communication takes a lonnnnngggg time for one to improve.

As much as the new behavioral features are important, I think that Riot should invest into better communication / continuous communications of their behavioral systems. Look at all those "where's my hextech rewards" threads or threads that don't understand the new system. A single post in August was all there was on the reform system. If I'm a new player / returning player / casual player, there is no way for me to find that information again until someone lets me know about it.

Deep Terror Nami1 votes

I'm also more interested in seeing the new statistics since hextech system came out.

This is the kind of thing I'd bug Lyte about on his ask.fm, but he has been away from work and super busy for a while so there's no telling when he'll be available for providing it (if he would).

Kei1431 votes

well ... I've been dying to know about stats on the new reform system for ages already.

Now I'm even more interested in the stats since hextech and I think it'll be interesting to tabulate the the results that we can compare how new systems affect toxicity.

Camway2 votes

The auto reporting done by a computer is being used as a way to troll. People group and then think that it is funny to report someone who did nothing wrong as a joke, retaliation, or a way to troll and the person making the right decisions and using the chat system correctly gets punished because people grouped were able to convince someone on the other team to report creating 3-9 false reports punishing someone who did nothing wrong. Guess what that persons going to be mad about that and become toxic or quit playing all together. There is not a single game played aram twisted tree line bots draft ranked and blind where there is not at least 1 negative person out of 10. I understand your doing the best you can with this and that other game companies have done less for their player base and that the auto reporting helps behavior issues but a computer should not make the call about who gets banned even a short ban. Then it would be less upsetting when you only use pings to communicate and type gj when someone does something good, but players on your team are chatting like buddies with someone on the enemy team then ask them to report you for no reason and they agree, and when the match ends you receive a message telling you you verbally abused people. So while yall have a lot to work out before the computer knows bans should be made by a riot employee that takes the time to look over the chat logs pre game chat and end game chat as well. a lot of people admit to what they were doing in end game chat because they know it does not show up in logs.

Deep Terror Nami4 votes

The auto reporting done by a computer is being used as a way to troll. People group and then think that it is funny to report someone who did nothing wrong as a joke, retaliation, or a way to troll and the person making the right decisions and using the chat system correctly gets punished because people grouped were able to convince someone on the other team to report creating 3-9 false reports punishing someone who did nothing wrong.

False reports do not harm you, and those people lose weight in their future reports for it. Also, mass reporting does not work; punishment is calculated per match not per report. Reports merely flag the match to be checked, and more reports can't make the system check it any harder. http://na.leagueoflegends.com/en/news/game-updates/player-behavior/reports-how-do-they-work

https://ask.fm/RiotLyte/answers/133766694594

https://ask.fm/RiotLyte/answers/133759089858

http://forums.na.leagueoflegends.com/board/showthread.php?t=4737274&page=13#post48926281

a computer should not make the call about who gets banned even a short ban.

The system is far more accurate than you seem to be implying. It has a false positive rate of about 1 in 6000. If you care to read through the Player Behavior board where banned players post their logs, you can see that it actually works quite well.

bans should be made by a riot employee that takes the time to look over the chat logs pre game chat and end game chat as well. a lot of people admit to what they were doing in end game chat because they know it does not show up in logs.

It's ridiculously unfeasible to have Riot check every ban. They don't have that kind of time, and the system is so accurate that it does no good for them to try. They randomly audit cases manually to ensure accuracy, and they also take cases where the system can't make the decision but a player keeps getting reported. Also, lobby chat is recorded and used to punish players. You're right that it isn't provided, but it is still used.

http://forums.na.leagueoflegends.com/board/showthread.php?t=3377247&page=23#post37118092

https://ask.fm/RiotLyte/answers/133520179906

The Tribunal voting coming back will improve upon this system, working alongside it rather than separately.

LGBTCute1 votes

"False reports do not harm you" - except that yes, they do. Solo Q Jungler on a premade, all four others fed crazy. All I said was "we'll scale, we got this" and entire team decided "hey let's all report our jungler" and proceeded to type for twenty minutes, mostly about how much they were going to enjoy reporting me. They of course got the enemy team to do it, because "not relentlessly diving an entire enemy team" is "doing nothing", etc. So, boom 9 reports just because players are salty.

"There are only 1 in 6000 false positives". That statistic again. Do we have any evidence of that other than "Riot says so"? No? We really don't.

The report system is used BY toxic players to punish other people because they can't stand losing. It's a nice idea that we could do something about toxic players, but "REPORT" is the most common way to harass your teammates, and I'd like to play a Solo Q game knowing that if i miss a skillshot, make a bad call, or even lose, I won't be punished for it.

Basically, the automated report system is like giving everyone a gun and believing that "only bad guys will get shot".

In an average solo Q game, I have my team tell me I'm going to be reported for - this is what the LoL community considers to be reportable offenses:

Buying wards Not banning/picking a specific champion Getting killed while deep warding Not constantly ganking all three lanes at once Choosing a champion that is not considered "meta" Not recklessly engaging a fed enemy grouped with their team (aka "doing nothing", "not helping") Dying while contesting or defending an objective Not having Shen AND Zilean's Ult on a zero second Cooldown Losing the game Sometimes, winning the game Killstealing Turret diving NOT turret diving Not being part of their premade friend group Buying the "wrong" gear Using wards Sweeping wards Farming Not farming Basically joining a Solo Q game

The report system is ridiculous. It's like curing cancer by murdering the patient. Yeah, you got the cancer, but you killed a lot of healthy organs too.

Deep Terror Nami3 votes

So, boom 9 reports just because players are salty.

Ok, but did you get punished? I already linked you Riot sources explaining and verifying my claims. If you got punished, it wasn't because of that, and you're going to have to prove it to me. Post your reform card. It's the least you can do when I back up my claims with evidence and you deny it.

LGBTCute1 votes

Yeah, chat restriction. I didn't get a reform card. It seems like I have two or three friendly games, then I lose a game when my team tilts early, spends the whole game arguing with each other, then I get the "you got reported notice". Great, I have a chat restriction because 4 people who spam chat "report this %%%git" over and over again think that I am the toxic player...

Heck I just got the "Thanks! You helped punish a toxic player" two games ago.

As for your "evidence" - I've read those articles before. Saying "this really works!" is NOT evidence. The guy who is patting himself on the back for building a program is usually the last person to admit that it doesn't work. I like the IDEA behind it, the taking of responsibility by the game company itself - that's not something most game companies do.

But they're punishing everyone.

I'm glad they appear to have scaled back on the warning notice. It's common practice in low rank for the losing team to spam report everyone, and I got tired of Riot telling me I was verbally abusive when the only thing I typed was "/mute all". Every defeat ends in reports, and this is the main problem.

Deep Terror Nami3 votes

Do you just not believe me or Riot that multiple reports don't affect you any more than one? If your punishment was since the Instant Feedback System started about 6 months ago, you would've been presented with a reform card in-client upon logging in, and had one sent to your email.

If you didn't receive one or missed it for whatever reason, you can request it through a Support Ticket.

Heck I just got the "Thanks! You helped punish a toxic player" two games ago.

Being punished doesn't affect the weight of your reports, only making false reports does that. Getting that message doesn't say anything about your own behavior.

LGBTCute1 votes

You're dodging the point. I have multiple games where 4 people spend thirty minutes telling me I am a "%%%git" and other such nonsense, and then at the end of those games I get told I am ruining the game experience for others. This is not how the system is supposed to work. Hey, maybe I'm not the best jungler or whatever, but how am i going to get better when I get punished for not doing well?

And I don't have a reform card for this one. "You would've been presented..." Well I wasn't. Didn't even know I was chat restricted until halfway into my next game.

Until Riot acknowledges that "Report my teammates because I lost a video game" is an actual thing, and a very common occurrence, particularly in low ranked and solo Q games, the system will never improve.

Erdrik1 votes

If you didn't receive one or missed it for whatever reason, you can request it through a Support Ticket.

LGBTCute1 votes

Game 1 Khurby: lol Khurby: my bad no one can lane Khurby: it's called "DONT RUN IN LIKE A MORON Khurby: maybe if support was warding LMAO Khurby: i cant help u 1v5 LMAO Khurby: u guys tilted and toxic so who cares Khurby: boo hoo hoo u lost a video game Khurby: it's a team game Khurby: nothing i can do when all 4 others cant lane Khurby: lol Khurby: vik and dar tilted so hard it doesnt matter Khurby: always the bad players who blame their teammates Khurby: for real right? Khurby: can't explain to a tilter why their attitude costs them games - no, it's always their teammates Khurby: also this just in: pink wards are only 75 gp Khurby: can u find the pink> Khurby: it's in ur jungle has been since beginning of game Khurby: lol Khurby: u think i dont help but i do - ya'll just cowards LMAO Khurby: plz end - my team tilted in the chat lobby bcuz we wouldnt ban talon LMAO Khurby: always the bad players gotta report everyone bcuz they lost Khurby: k but they dont care about phony reports from whiny babies Khurby: and if u think i am not helping well u dont know much Khurby: u cant explain anything to tilters and toxic players nasus - no one understands that ATTITUDE wins games Khurby: lol save your breath nasus srsly they tilted since beginning of game Khurby: u cant teach toxics how to be good teamwork players Khurby: lol Khurby: srsly nasus save your breath - they dont get it LMAO

(Nasus was on the enemy team - he called out my teammates for harassing me in /all chat, then the whole thing became a big arguement, mostly about how much of a "f a g" i was. I was kind of horrified when I saw the other team (except Nasus) jump in on me too. Usually when i see an enemy player say "report my teammate" in /all chat, my immediate response is "no i will honor them for putting up with your verbal abuse". I think this is the first time where 4/5ths of an enemy team has decided to jump in on the verbal harassment train. Anyway, thanks Nasus for trying to stick up for me.)

Erdrik1 votes

Khurby: it's called "DONT RUN IN LIKE A MORON ... Khurby: u think i dont help but i do - ya'll just cowards LMAO ... Khurby: u guys tilted and toxic so who cares Khurby: boo hoo hoo u lost a video game ... Khurby: nothing i can do when all 4 others cant lane ... Khurby: vik and dar tilted so hard it doesnt matter Khurby: always the bad players who blame their teammates ... Khurby: can't explain to a tilter why their attitude costs them games - no, it's always their teammates ... Khurby: always the bad players gotta report everyone bcuz they lost Khurby: k but they dont care about phony reports from whiny babies ... Khurby: u cant explain anything to tilters and toxic players nasus - no one understands that ATTITUDE wins games Khurby: lol save your breath nasus srsly they tilted since beginning of game Khurby: u cant teach toxics how to be good teamwork players ... Khurby: srsly nasus save your breath - they dont get it LMAO

This is all either directly insulting, or accusatory. Don't call people names. Don't blame teammates for failures. Don't accuse others of toxiciy.

All of these things just add more toxicity to the match. Just mute, ignore, then report at the end of the match.

Khurby: plz end - my team tilted in the chat lobby bcuz we wouldnt ban talon LMAO

Is this directed at the enemy team? If so, don't give the enemy team info that might give them an edge.

EDIT: Must have missed that paragraph at the end there. So Nasus was on the enemy team.

This entire post chain predicated on the idea that you were falsely reported by 9 other players. But this chat log shows that the reports, regardless of number, lead to a chat log that deserved punishment and therefore the reports were not false.

LGBTCute1 votes

Nah joking around with the only other friendly player in the game isn't "deserving of punishment". Reports = false. K, EIGHT other players I guess. My team was insulting each other in the chat lobby and calling Nasus a "coward" because he backed off the scuttler crab when he could have one-shotted me with his Q isn't "name-calling" - he knew I was talking smack. The other people on the enemy team seemed pretty hostile too, but Nasus seems like the kind of player who knows what's going on when he sees "OMG REPORT THIS FGGIT" in /all chat three minutes into the game.

As far as "giving the other team information" - we had no inhibitors, and /all chat was a mess of homophobic slurs and insults - I'm pretty sure the other team had the information they needed to win.

Erdrik1 votes

...My team was ...

Not relevant. You are judged for your actions, and your actions alone.

If you reported the other players they will be judged separately and just as much by their actions alone.

... insulting each other in the chat lobby and calling Nasus a "coward" because he backed off the scuttler crab when he could have one-shotted me with his Q isn't "name-calling" - he knew I was talking smack.

Did the other members of your team know? Did the other members of their team know?

You can't assume everyone is going to be ok with the trash talk, just because 1 is ok with it.

As far as "giving the other team information" - we had no inhibitors, and /all chat was a mess of homophobic slurs and insults - I'm pretty sure the other team had the information they needed to win.

Then why say anything? If they already have the info then the only reason to bring it up is to stick it to your team. Which is negative and toxic.

LGBTCute1 votes

Or to joke around with a friendly enemy player since I was already getting reported BEFORE i had said anything in chat anyway. You're reading 1/10th of a conversation here. My behavior was not negative or toxic in anyway, and I get to spend 7 more games remembering that Riot punishes players for being "%%%gits".

I'm 100% sure Nasus knew what was up because, unlike you, he got to read the entire chat conversation. Most of my team was just sitting in base for the last ten minutes typing anyway.

Anyway, Riot hates gay people and punishes them. and if you lose a game, that is considered "toxic behavior" and is punishable. Lesson learned.

I want this system to work, everyone does. But it doesn't, and just because Lyte and other players WANT the system to work doesn't mean it will. It punishes everyone, and they say "well it's punishing toxic players" - okay but it's punishing EVERYONE.

Reporting people for losing a game should be considered verbal harassment anyway, and the report system helps toxic players grief their teammates more than it does to help the community.

If I am defeated in solo Q, then someone's getting reported - that's not how the system should work, and Riot needs to acknowledge that their system is helping toxic players harass their teammates. You can't improve until you can admit your mistakes.

Possible solutions:

  1. Make the word "report" proc the vulgarity filter. Treat it like obscene language. This sends a message that "it's not okay to keep saying this".

  2. Make hatespeech like "%%%g0t" and such instantly punishable.

  3. Make warding, turret kills, and other things more prominent in the GUI/stats so that people can see that "yes, support is doing something". Most of the toxic players I come across don't understand things like warding or turrets. They look at kda and say "OMFG janna is 0/5 report %%%gggt!!!"

  4. Require a report to take 60 seconds to fill out. If it's 60 seconds, anyone would gladly report a truly toxic player. However, ragers looking for someone to blame would be less likely to spend the effort. "instant click rage button to punish team" is not a good idea.

Erdrik1 votes

You were NOT punished for "being a F****t". Im trying to inform you why you were punished. Why joking with the enemy in that situation added to the hostility of the match, that only your parts of the conversation are up for judgement, and why you should have just muted and ignored.

But you are just repeating your previous position without answering my questions or addressing my statements, and ignoring my reasoning.

If you don't want to listen, to take to heart the reasons why you were punished... Thats your decision. I won't lose sleep over it.

LGBTCute1 votes

I'm not ignoring your reasoning - your reasoning is flawed - based on what you WANT to believe rather than the facts. I was already quadra-reported, according to my team, before I spoke a single word in chat.

You make a ton of false assupmtions. I'm repeating my previous position because you missed it the first time, and you want to make up facts about a game you were not involved in.

I know you want this to work, we all do, but it doesn't. The report system is a griefing tool used by toxic players to harass their teammates. Until this is changed, the system is flawed. I was punished because my team wanted to blame someone for losing. Nasus stepped up and tried to defend me - we gave up and just goofed off for the last twenty minutes.

I was punished because I'm a mediocre jungler who had a rough game, and junglers are a favorite to blame for toxic players when they lose.

False reporting is a problem, report harassing is a problem, and the fact that Riot and some of the community refuse to even acknowledge that the report system is a griefing tool used by toxic players to threaten and harass their teammates is suspect.

"He's in jail so he must be guilty" is a flawed line of reasoning. "Let's lie and say he had a gun" is another. The report system punishes people for losing games, pure and simple.

LGBTCute1 votes

You are making up "facts" about a game you weren't even part of. The reason I was punished was after thirty minutes of having 8 people call me a "fggt" I got tired of it and just decided to joke around with an enemy team member. I was punished for being matched with toxic players. I was punished for not ganking all three lanes at once. I was punished because my team was down 0 to 20 after ten minutes, and a premade of four is going to blame the oddman out. I was punished because the system is flawed and it allows toxic players to punish another player if they are angry about a defeat.

I was punished for reasons that I've been told over and over again I wouldn't be punished for. I spent three months NEVER SAYING ANYTHING in chat AT ALL EVER and I still got constant "you are verbally abusive" notifications from Riot, usually after a tough defeat. I bring this up, Other players bring this up. Even in this thread there are other players bringing this up. But everyone is so happy that the system is supposedly punishing toxic players no one wants to acknowledge that the system is just punishing whoever gets report spammed the most. Feature not working as intended.

"He's in jail, so he must be guilty" - people have to make up lies and false assumptions about games they weren't part of just to avoid admitting that maybe there are some flaws in the report system - it is a flawed system punishing the wrong people. And as for removing toxicity... Well it's not working, because the game is still full of people who are extremely hostile for the most arbitrary reasons.

Camway1 votes

I'm sorry you are wrong I have an account that got banned because of a group of 3 people that thought it would be funny to report me and convinced some on the other team to do so the claim was toxic yet I did not type in that game say what you want but the auto report giving out multiple to day to a couple week bans is being used by grouped trolls who think its funny. I am not the only one who this has happened to.

Deep Terror Nami1 votes

You would've been punished whether a solo player or a premade reported you. Why do you think otherwise?

Bloodmorne1 votes

honestly and truthfully. riot is just like any other american company. money hungry and ignores the major issues. until the player rise up against them together nothing will be done . they will just cause us to look at all the pretty new skins. distracting us from the onslaught of trolls, feeders and afkers in their game they refuse to answer any questions about it. Lyte ignores them too, so i wont put him on a pedestal . open your eyes and actually be honest. Why do good people turn toxic when playing this game? Players quit and alot of times the toxicity goes away.

Photos of Ghosts1 votes

I think that this forcing people towards playing together in premades to "bypass" toxicity is the worst possible choice. Everyone should be doing education, all the time. Riot needs to remove the pulsion to abuse in these young people whose education was failed, NOT bypass the problem by removing tense situations.

Mhihnj1 votes

Can you summarize it please

Erdrik3 votes
  • Online culture is rife with hostility.
  • Researching this behavior requires lots of iterations of lots testing that standard research can only scratch the surface of compared to what online games with massive player bases can do.
  • Unlike most online games Riot is open with its behavioral data and shares it freely with the academic circles.
  • Based on the data, Riot is making head way at reducing online hostility within the game(its not perfect but progress is still progress).
  • Lyte's goals are ambitious: "Can we improve online society as a whole?"

There are other details but I think thats the jist of it.

ZeeWolfZ1 votes

You wrote a GIANT POST because somebody called you a 'kidd' and a 'FA GGOT' in a video game?

I'm sorry, this is hilarious.

Deep Terror Nami3 votes

If you'd spend a little extra time reading, you might notice this is a repost of an article from nature.com. This is not mine. Source is in the link and at the bottom.

ZeeWolfZ1 votes

I do like that they understand that there is a fine line between Trash-Talk and Toxicity.

But working out how to distinguish a few frustrated grumbles or good-natured trash talk from the kind of vitriol that is worthy of punishment is a difficult task.

There are just too many cases where two skillful players just have fun throwing light talk to one another and then friend each other after.

lolptwo1 votes

Wall text reply:

Thanks for sharing this Nami, I have already read this article and I watched all the seminars on Lyte explaining this (a lot of this was explained though videos)

However what still amazes me is this lines here

It took less than a minute of playing League of Legends for a homophobic slur to pop up on my screen

, and don't get me wrong. I applaud there efforts but there is still a lot of work to do. Because lets be honest. I've seen this attitude THOUSAND upon THOUSANDS of times in League and it's still very well known to be one of, if not THE most toxic gaming community online.

After re-reading through all the given data and representation, I did my own critical analyst of their analyst, and what has become abundantly clear is a couple things.

Yes toxicity is able to be banned out in online gaming. It's just a matter of how much money does Riot what to be sacrificed in order to do so.

The resulting map of toxic behaviour was surprising. Common wisdom holds that the bulk of the cruelty on the Internet comes from a sliver of its inhabitants — the trolls. Indeed, Lin's team found that only about 1% of players were consistently toxic. But it turned out that these trolls produced only about 5% of the toxicity in League of Legends. “The vast majority was from the average person just having a bad day,” says Lin. They behaved well for the most part, but lashed out on rare occasions.

That meant that even if Riot banned all the most toxic players, it might not have a big impact. To reduce the bad behaviour that most players experienced, the company would have to change how players act.

This right here is what i'm talking about. In particular

“The vast majority was from the average person just having a bad day,” says Lin

Wtf does Lyte think this is daycare? THIS is the issue with League, the reality is sure 1% of League players are extremely and constantly toxic**, that is 670,000 players out of 67,000,000**

So yeah, for you guys to get on the player behavior board and say "oh look 20 people got permabanned today" doesn't mean the system is working necessary properly. There is A LOT of data Riot isn't giving out. The only thing we can go off is player experience, which yes of course PART of it will be blamed on Negativity Bias, but not to this extent. When I have 3 friends quitting the game because they can not play a single day without toxicity, and like the beginning of this article, 3 seconds before a homophobic slur was used. We clearly have an issue.

Here's the logical problem with that.

You can't just say 1% of League is extremely toxic, then NOT give us the actual number of valid toxic reports then hide behind some bullshit saying like "oh it's just people having a bad day" Guess what? **Just because people have bad days is not an excuse for them to verbally abuse people online and therefore spread their negativity on your video game without consequence or extremely little repercussions. ** There I said it.

That is what needs to be done in order to cure Gaming toxicity, enough with the chances, enough with the daycare "now now timmy, don't tell someone to kill themselves online, I know you had a rough one today"

and more with the "There is a standard in League, if you are toxic you will face repercussions, if you had a bad day, you will be banned for that day in order to preserve the integrity of the game"

So yes, it's a matter of. Does Riot really want to put it's foot down on toxicity, or would they rather hide behind. "You're allowed ruining other people day, and telling them to kill themselves, only if you do it every once in a while and not every game"

Here's the thing, they took that step, what has become is a norm in League to be abusive when you think you can get away with it, and let me tell you as a formerly permabanned player. There's a fucking lot you can get away with without being banned. I used to be non-stop passive aggresively toxic for hundreds and thousands of games before anything happened because I'd have "bad days" all the time.

Truth is, I wasn't having a bad day, I just wasn't fit to withstand the bad days of everyone else without talking back.

Add in 66,999.999 more players and you bet your ass the game itself has become a breeding ground for people "having bad days" in addition this only makes a mockery of their system because people having bad days aren't bannable worthy according to their system, **there is literally zero consequences for gaming the system and being toxic every once in a while **

Roll all of this truth up into one big fact: League of Legends is an extreme toxic community, one of the worst in the gaming worlds. Put all the little Psyc color scheme things you want Lyte, 5% productivity 10% productivity. It really means nothing if the premise of your study of what defines a "toxic" player is flawed.

Thanks for reading, or not.

More from Player Behavior

More by Deep Terror Nami