Flag and Flaggability in Automated Moderation: The Case of Reporting Toxic Behavior in an Online Game Community

要旨

Online platforms rely upon users or automated tools to flag toxic behaviors, the very first step in online moderation. While much recent research has examined online moderation, the role of flag remains poorly understood. This question becomes even more urgent in automated moderation, where flagging becomes a primary source of human judgment. We conducted a qualitative study of flagging practices in League of Legends (LoL), a popular eSports game. We found stark differences between how flag is designed to identify toxicity, and flaggability, or how players use and appropriate flag. Players distrust flag, but also appropriate flag for instrumental purposes. Thus, flaggability diverges decidedly from the conception of toxicity, and must be understood within the highly competitive gaming context of LoL. These findings help shed light on the situated nature of flaggability, the role of flag in online moderation, as well as implications for designing flag and moderation.

著者
Yubo Kou
Pennsylvania State University, State College, Pennsylvania, United States
Xinning Gui
Pennsylvania State University, State College, Pennsylvania, United States
DOI

10.1145/3411764.3445279

論文URL

https://doi.org/10.1145/3411764.3445279

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: Virtual Reality, Embodied Experiences, Toxicity

[A] Paper Room 06, 2021-05-11 17:00:00~2021-05-11 19:00:00 / [B] Paper Room 06, 2021-05-12 01:00:00~2021-05-12 03:00:00 / [C] Paper Room 06, 2021-05-12 09:00:00~2021-05-12 11:00:00
Paper Room 06
12 件の発表
2021-05-11 17:00:00
2021-05-11 19:00:00
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