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Authors: Topias Mattinen and Joseph Macey
Mindtrek '18: Proceedings of the 22nd International Academic Mindtrek Conference
October 2018
Pages 69 - 78
Published: 10 October 2018 Publication History
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Abstract
This work examined experiences and perceptions of verbal abuse in an online game, Dota 2, in regard to age. A dataset (n=364) was gathered via an online survey with a normal age distribution, but skewed to male respondents. Statistically significant relationships were found between age and: perception of seriousness of communication abuse, number of times placed in the low priority pool, and participation in communication abuse. No statistically significant relationship was found between age and number of times target of communication abuse. Findings suggest that as player age increases, so does participation in communication abuse. Although this runs counter to existing research, it may be explained by differing perceptions of communication abuse according to age. The findings have implications both for the ways in which online abuse and harassment is investigated, and for the ways in which it can be addressed by game developers and wider society.
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Cited By
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- Du Toit JKotzé E(2024)The Automatic Detection of Abusive Language in Dota 2 Chat Messages2024 International Conference on Artificial Intelligence, Computer, Data Sciences and Applications (ACDSA)10.1109/ACDSA59508.2024.10467500(1-6)Online publication date: 1-Feb-2024
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Mindtrek '18: Proceedings of the 22nd International Academic Mindtrek Conference
October 2018
282 pages
ISBN:9781450365895
DOI:10.1145/3275116
Copyright © 2018 ACM.
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 [emailprotected]
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- Tampere University of Technology
- UTA: The University of Tampere
- SIGCHI Finland: ACM SIGCHI Finland
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Published: 10 October 2018
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Author Tags
- Adolescent
- Dota 2
- Esports
- Flaming
- MOBA
- Online Gaming
- Online abuse
- Toxic Behaviour
- Trolling
- Youth
Qualifiers
- Research-article
- Research
- Refereed limited
Funding Sources
- The Finnish Foundation for Alcohol Studies
- Tekes
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Mindtrek 2018
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Mindtrek '18 Paper Acceptance Rate 34 of 68 submissions, 50%;
Overall Acceptance Rate 110 of 207 submissions, 53%
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View all
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- Poeller SDechant MKlarkowski MMandryk R(2023)Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic EnvironmentsProceedings of the ACM on Human-Computer Interaction10.1145/36110207:CHI PLAY(1-26)Online publication date: 4-Oct-2023
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- Seaborn KIseya S(2023)Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UXCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616095(174-180)Online publication date: 6-Oct-2023
https://dl.acm.org/doi/10.1145/3573382.3616095
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