Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends

Detalhes bibliográficos
Autor(a) principal: Şengün, S.
Data de Publicação: 2022
Outros Autores: Santos, J. M., Salminen, J., Jung, S.-G., Jansen, B. J.
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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spelling 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
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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