Computer-mediated communication, de-individuation and group decision-making
International Journal of Man-Machine Studies - Computer-supported cooperative work and groupware. Part 1
Communications of the ACM
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human-Computer Interaction
Wikipedians are born, not made: a study of power editors on Wikipedia
Proceedings of the ACM 2009 international conference on Supporting group work
Using edit sessions to measure participation in wikipedia
Proceedings of the 2013 conference on Computer supported cooperative work
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Deviant behavior in online social systems is a difficult problem to address. Consequences of deviance include driving off users and tarnishing the system's public image. We present an examination of these concepts in a popular online game, League of Legends. Using a large collection of game records and player-given feedback, we develop a metric, toxicity index, to identify deviant players. We then look at the effects of interacting with deviant players, including effects on retention. We find that toxic players have several significant predictive patterns, such as playing in more competitive game modes and playing with friends. We also show that toxic players drive away new players, but that experienced players are more resilient to deviant behavior. Based on our findings, we suggest methods to better identify and counteract the negative effects of deviance.