Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/24712 |
Resumo: | We investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players’ champion usage in the popular online game League of Legends, where champions are the characters that the players control. First, we create two sets of variables: (a) objective champion characteristics based on information from the game developer, which we further enrich by semiotic coding, and (b) subjective champion characteristics based on crowdsourced opinions about the champions. Then, we analyze 13.6 million in-game chat messages to measure whether the players’ vocality (character counts of messages), valence (negative versus positive scores of language use), and toxicity (frequency of toxic word usage) change depending on the characteristics of the champions they employ. We find that champions’ body type, role, and gender are associated with players’ higher vocality, toxicity, and negative valence. We also find that the players’ communication significantly changes in toxicity and valence when they play using different champions. We discuss our methodology and results in detail and propose design directions and other implications based on them. |
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Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of LegendsGamesToxicityVocalityValenceLeague of LegendsProteus effectWe investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players’ champion usage in the popular online game League of Legends, where champions are the characters that the players control. First, we create two sets of variables: (a) objective champion characteristics based on information from the game developer, which we further enrich by semiotic coding, and (b) subjective champion characteristics based on crowdsourced opinions about the champions. Then, we analyze 13.6 million in-game chat messages to measure whether the players’ vocality (character counts of messages), valence (negative versus positive scores of language use), and toxicity (frequency of toxic word usage) change depending on the characteristics of the champions they employ. We find that champions’ body type, role, and gender are associated with players’ higher vocality, toxicity, and negative valence. We also find that the players’ communication significantly changes in toxicity and valence when they play using different champions. We discuss our methodology and results in detail and propose design directions and other implications based on them.Elsevier2022-03-09T09:12:54Z2022-04-01T00:00:00Z2022-04-012022-03-09T09:08:57Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/24712eng0040-162510.1016/j.techfore.2022.121556Şengün, S.Santos, J. M.Salminen, J.Jung, S.-G.Jansen, B. J.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:26:19Zoai:repositorio.iscte-iul.pt:10071/24712Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:11:46.748198Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
title |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
spellingShingle |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends Şengün, S. Games Toxicity Vocality Valence League of Legends Proteus effect |
title_short |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
title_full |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
title_fullStr |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
title_full_unstemmed |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
title_sort |
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends |
author |
Şengün, S. |
author_facet |
Şengün, S. Santos, J. M. Salminen, J. Jung, S.-G. Jansen, B. J. |
author_role |
author |
author2 |
Santos, J. M. Salminen, J. Jung, S.-G. Jansen, B. J. |
author2_role |
author author author author |
dc.contributor.author.fl_str_mv |
Şengün, S. Santos, J. M. Salminen, J. Jung, S.-G. Jansen, B. J. |
dc.subject.por.fl_str_mv |
Games Toxicity Vocality Valence League of Legends Proteus effect |
topic |
Games Toxicity Vocality Valence League of Legends Proteus effect |
description |
We investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players’ champion usage in the popular online game League of Legends, where champions are the characters that the players control. First, we create two sets of variables: (a) objective champion characteristics based on information from the game developer, which we further enrich by semiotic coding, and (b) subjective champion characteristics based on crowdsourced opinions about the champions. Then, we analyze 13.6 million in-game chat messages to measure whether the players’ vocality (character counts of messages), valence (negative versus positive scores of language use), and toxicity (frequency of toxic word usage) change depending on the characteristics of the champions they employ. We find that champions’ body type, role, and gender are associated with players’ higher vocality, toxicity, and negative valence. We also find that the players’ communication significantly changes in toxicity and valence when they play using different champions. We discuss our methodology and results in detail and propose design directions and other implications based on them. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-03-09T09:12:54Z 2022-04-01T00:00:00Z 2022-04-01 2022-03-09T09:08:57Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/24712 |
url |
http://hdl.handle.net/10071/24712 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
0040-1625 10.1016/j.techfore.2022.121556 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Elsevier |
publisher.none.fl_str_mv |
Elsevier |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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