Flag and flaggability in automated moderation the case of reporting toxic behavior in an online game community

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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

Original languageEnglish (US)
Title of host publicationCHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Subtitle of host publicationMaking Waves, Combining Strengths
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450380966
DOIs
StatePublished - May 6 2021
Event10th International Conference on Materials Processing and Characterisation, ICMPC 2020 - Mathura, U.P., India
Duration: Feb 21 2020Feb 23 2020

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference10th International Conference on Materials Processing and Characterisation, ICMPC 2020
Country/TerritoryIndia
CityMathura, U.P.
Period2/21/202/23/20

All Science Journal Classification (ASJC) codes

  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design
  • Software

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