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abstract

Why Do Teammates Hate Me? Cross-Cultural Tensions and Social Dynamics in Online Games

Published: 27 February 2016 Publication History

Abstract

We discuss the multi-ethnic tension and social dynamics behind toxicity in online game Dota 2. We present a player survey and preliminary analysis of user-generated keywords and future work in interpreting the survey results.

References

[1]
Michael A. Hogg and Scott A. Reid. 2006. Social Identity, Self-Categorization, and the Communication of Group Norms. Communication Theory 16, 1: 7-30.
[2]
Sara Kiesler, Jane Siegel, and Timothy W. McGuire. 1984. Social psychological aspects of computer-mediated communication. American Psychologist 39, 10: 1123-1134.
[3]
Haewoon Kwak, Jeremy Blackburn, and Seungyeop Han. 2015. Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games. Proc of CHI, ACM, 3739-3748.
[4]
Bastin Tony Roy Savarimuthu, Maryam Purvis, and Martin Purvis. 2008. Social Norm Emergence in Virtual Agent Societies. Proc of AAMAS - Volume 3, IFAAMAS, 1521-1524.
[5]
Kenneth B. Shores, Yilin He, Kristina L. Swanenburg, Robert Kraut, and John Riedl. 2014. The Identification of Deviance and Its Impact on Retention in a Multiplayer Game. Proc of the 17th CSCW; Social Computing, ACM, 1356-1365.
[6]
Abhay Sukumaran, Stephanie Vezich, Melanie McHugh, and Clifford Nass. 2011. Normative Influences on Thoughtful Online Participation. Proc of CHI, ACM, 3401-3410.
[7]
Communication Reports | Dota 2. http://blog.dota2.com/2013/05/communication-reports/
[8]
How science helps detoxify player behavior. Riot Games. http://www.riotgames.com/articles/20121013/274/how-science-helps-detoxify-player-behavior

Cited By

View all
  • (2021)Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619130(1-8)Online publication date: 17-Aug-2021
  • (2019)Birds of a Feather Clock TogetherProceedings of the ACM on Human-Computer Interaction10.1145/33592673:CSCW(1-30)Online publication date: 7-Nov-2019
  • (2019)Speedrunning for CharityProceedings of the ACM on Human-Computer Interaction10.1145/33591503:CSCW(1-26)Online publication date: 7-Nov-2019

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Published In

cover image ACM Conferences
CSCW '16 Companion: Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion
February 2016
549 pages
ISBN:9781450339506
DOI:10.1145/2818052
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 February 2016

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Author Tags

  1. Dota
  2. Ethnicity
  3. Norms
  4. Online Games
  5. Toxic Behaviors

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CSCW '16
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CSCW '16: Computer Supported Cooperative Work and Social Computing
February 26 - March 2, 2016
California, San Francisco, USA

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Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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Cited By

View all
  • (2021)Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619130(1-8)Online publication date: 17-Aug-2021
  • (2019)Birds of a Feather Clock TogetherProceedings of the ACM on Human-Computer Interaction10.1145/33592673:CSCW(1-30)Online publication date: 7-Nov-2019
  • (2019)Speedrunning for CharityProceedings of the ACM on Human-Computer Interaction10.1145/33591503:CSCW(1-26)Online publication date: 7-Nov-2019

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