Toxic behavior is one of the problems most associated with the gaming community. Reports of hate speech and anti-gaming behavior are common in many online multiplayer games. Many studies address this area, focusing on players and, principally, on the content and its negative impact on the community. However, it is possible that other factors influence the toxicity. In this article, we investigate how game design elements influence toxic behavior, using toxic disinhibition factors as a basis for the analysis. For this, four of the main games of the MOBA genre were analyzed with the support of the MDA Framework and a questionnaire with players. The results show that most players suffered offenses and offended other people in the game, in addition to recognizing MOBA as the genre that generates the most impatience among them. Furthermore, we raise and discuss different elements and mechanics in games that impact the well-being of the community through the individualization of the player, elimination of solidarities, and affirmation of indifference towards toxic behavior. With this, we hope to help game developers and communities to promote integration dynamics.
翻译:毒物行为是赌博社群中最相关的问题之一。 有关仇恨言论和反赌博行为的报告在许多在线多人游戏中很常见。 许多研究都涉及这个领域, 重点是玩家, 主要是内容及其对社区的负面影响。 但是, 其它因素也可能影响毒性。 在本篇文章中, 我们调查游戏设计要素如何影响有毒行为, 使用有毒的阻断因素作为分析的基础。 为此, 在MDA框架的支持下, 对MOBA 的四种主要游戏进行了分析, 并与玩家一起进行了问卷调查。 结果显示, 大多数玩家在游戏中遭受了犯罪, 并冒犯了其他人。 除了承认MOBA是他们中最不耐人性的群体外, 我们还在游戏中提出和讨论不同的元素和机械, 通过玩家的个性化、 消除固态, 以及确认对有毒行为的漠不关心。 我们希望以此帮助游戏开发者和社群促进融合动态。