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Prosocial behavior in an online game community: an ethnographic study

Published: 14 August 2017 Publication History

Abstract

We report an ethnographic study of prosocial behavior inconnection to League of Legends, one of the most popular games in the world. In this game community, the game developer, Riot Games, implemented a system that allowed players to volunteer their time to identify unacceptable player behaviors and punish players associated with these behaviors. With the prosocial goal of improving the community and promoting sportsmanship with in the competitive culture, a small portion of players worked diligently in the system with little reward. In this paper, we use interviews and analysis of forum discussions to examine how players themselves explain their participation in the system situated in the game culture of League of Legends. We show a myriad of social and technical factors that facilitated or hindered players' prosocial behavior. We discuss how our findings might provide generalizable insights for player engagement and community-building in online games.

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  • (2024)Emerging Trends in Play-to-Earn (P2E) GamesJournal of Theoretical and Applied Electronic Commerce Research10.3390/jtaer1901002619:1(486-506)Online publication date: 1-Mar-2024
  • (2024)Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game CommunitiesSimulation & Gaming10.1177/1046878124127789955:6(1057-1077)Online publication date: 14-Sep-2024
  • (2024)Just because you´re paranoid, doesn´t mean they aren´t after you - Meaningful distrust and game design patterns- a study of 4 gamesProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681732(1-11)Online publication date: 8-Oct-2024
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    cover image ACM Other conferences
    FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
    August 2017
    545 pages
    ISBN:9781450353199
    DOI:10.1145/3102071
    Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Microsoft: Microsoft
    • Massive Entertainment: Massive Entertainment

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 14 August 2017

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    Author Tags

    1. league of legends
    2. online community
    3. prosocial behavior

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    FDG'17
    Sponsor:
    • Microsoft
    • Massive Entertainment

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    FDG '17 Paper Acceptance Rate 36 of 89 submissions, 40%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    Cited By

    View all
    • (2024)Emerging Trends in Play-to-Earn (P2E) GamesJournal of Theoretical and Applied Electronic Commerce Research10.3390/jtaer1901002619:1(486-506)Online publication date: 1-Mar-2024
    • (2024)Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game CommunitiesSimulation & Gaming10.1177/1046878124127789955:6(1057-1077)Online publication date: 14-Sep-2024
    • (2024)Just because you´re paranoid, doesn´t mean they aren´t after you - Meaningful distrust and game design patterns- a study of 4 gamesProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681732(1-11)Online publication date: 8-Oct-2024
    • (2022)Beyond deviance: toxic gaming culture and the potential for positive changeCritical Studies in Media Communication10.1080/15295036.2022.208084839:3(181-190)Online publication date: 2-Jun-2022
    • (2021)Play tendency and prosociality in early childhoodEarly Child Development and Care10.1080/03004430.2021.1988943192:13(2087-2098)Online publication date: 16-Oct-2021
    • (2019)Friending to FlameProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300567(1-12)Online publication date: 2-May-2019
    • (2018)What Moves Players?Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174134(1-13)Online publication date: 21-Apr-2018
    • (2018)An Instrument to Measure Human Behavior Toward Cyber Security Policies2018 21st Saudi Computer Society National Computer Conference (NCC)10.1109/NCG.2018.8592978(1-6)Online publication date: Apr-2018
    • (2018)Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoningComputers in Human Behavior10.1016/j.chb.2018.07.03189:C(163-172)Online publication date: 1-Dec-2018

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