TY - GEN
T1 - Prosocial behavior in an online game community
T2 - 12th International Conference on the Foundations of Digital Games, FDG 2017
AU - Kou, Yubo
AU - Johansson, Magnus
AU - Verhagen, Harko
N1 - Publisher Copyright:
© 2017 ACM.
PY - 2017/8/14
Y1 - 2017/8/14
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85030749832&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85030749832&partnerID=8YFLogxK
U2 - 10.1145/3102071.3102078
DO - 10.1145/3102071.3102078
M3 - Conference contribution
AN - SCOPUS:85030749832
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 12th International Conference on the Foundations of Digital Games, FDG 2017
A2 - Canossa, Alessandro
A2 - Sicart, Miguel
A2 - Harteveld, Casper
A2 - Zhu, Jichen
A2 - Deterding, Sebastian
PB - Association for Computing Machinery
Y2 - 14 August 2017 through 17 August 2017
ER -