65
Design Project 3 Who Am I? Managing Gamer Identity HCI/d Class 2015 Team F: Yao Bao | Denique Ferguson Jordan Jalles | Anusha Radhakrishnan

Coping with Verbal Abuse in Online Games

Embed Size (px)

Citation preview

Page 1: Coping with Verbal Abuse in Online Games

Design Project 3Who Am I?Managing Gamer Identity

HCI/d Class 2015 Team F: Yao Bao | Denique Ferguson Jordan Jalles | Anusha Radhakrishnan

Page 2: Coping with Verbal Abuse in Online Games

2

3 – Predispositions5 - Research11 –Insights12 – Concepts & Concept Systems15 – Prototype31 – Strategies34 – Appendix

Table of Contents

Page 3: Coping with Verbal Abuse in Online Games

3

PredispositionsWhat is our perspective?Our identities unfold over time.Identity management involves coping with the experiences that we use to define ourselves

First impressions are importantIn online games, the first impression of the community happens when the player is still bad at playing. This sometimes leads to more experienced players getting angry and yelling at new players. It isn’t always possible to avoid negative experiences like verbal abuse; how we cope with these experiences contributes significantly to how we define ourselves.

Sports have been around for a lot longer than online games. Verbal abuse in online games is analogous to trash-talking in sports; systems and strategies used to cope with trash-talking could be a useful framework for coping with verbal abuse in online games.

Page 4: Coping with Verbal Abuse in Online Games

4

What is our design challenge?Help new players cope with verbal abuse in competitive online games

Page 5: Coping with Verbal Abuse in Online Games

5

ResearchHow did we explore this challenge?

Online SurveysInterviewsLiterature ReviewObservation - League of Legends Forums, Official Documentation, Game Play Videos

Page 6: Coping with Verbal Abuse in Online Games

6

What did we learn?

What our target group is like

• Gamers

67% of U.S. households play games [esrb]

• “All gamers” was still very general group, so we decided to

focus in on a more specific audience

• League of Legend Gamers

90% of players are male

85% of players are between 16 and 30

How athletes deal with trash-talking

• View it as a part of the game; you have to focus and ignore it

• Reacting with more trash-talk causes you to risk getting

punished

• Taking trash-talk personally can make you play poorly, and

doubt your abilities

• Post-game critique re-affirms abilities, identifies ways to

improve weaknesses

Page 7: Coping with Verbal Abuse in Online Games

7

What did we learn?

How people react to abuse while playing online games

• They feel “frustrated”, “annoyed”, “angry”, “peeved” when

they experienced abuse (based on survey of 13 online

gamers)

The clarification to be made is that this type of verbal

abuse in online games isn’t necessarily the deeply scarring,

personal type that can be received from people we know; it

comes from people who don’t really know anything about us,

and so it is only targeting the specific gamertag sub-identity

which we are using to have fun.

• Mute communications, “rage quit”, lose on purpose, report

players

Page 8: Coping with Verbal Abuse in Online Games

8

What did we learn?

League of Legends (LoL) as a case study

• Notoriously mean to poorly performing teammates

Dying isn’t just bad for the score, it actually makes enemies

stronger and therefore makes the game more difficult for

your entire team

Teams of 5 are essentially locked into the game with each

other for an entire 40 minute match. Even if a player quits,

they have to wait until the match is over before they can play

again.

Muting communications can hinder game play, as teams that

communicate cooperatively tend to win more games.

Page 9: Coping with Verbal Abuse in Online Games

9

What did we learn?

• The “Tribunal”

The LoL community is self-moderated by a system called

the Tribunal. There are no specifically set rules. Players

are flagged by other players for negative conduct and then

ranked community members get to vote on the punishment

they receive. This is how players get banned and so-on in

LoL

• Banned players can always create new accounts

This puts toxic, skilled players in the same matchmaking

pool as new and unskilled players. Making it more likely for

newbies to be abused right from the beginning.

Page 10: Coping with Verbal Abuse in Online Games

10

What did we learn?

Technologies we could use to identify abuse

• Text analysis:

Connotation dictionaries

Emotion detection

• Audio analysis

Emotion detection

Page 11: Coping with Verbal Abuse in Online Games

11

InsightsHow did this inform our design?

We can identify players that are abusive

• Immediately with text/audio analysis

• Over time as they are flagged by other players

Page 12: Coping with Verbal Abuse in Online Games

12

How did this inform our design?

Replicate the strategies athletes use to cope with trash-talk:

• There is no one talk players through the abuse as it’s happening

The supportive role present in athletic team games can go

missing in online games. This is a key problem worthy of

addressing in our design.

• Pre-emptive intervention; the player doesn’t have to explicitly

ask for help

We don’t want players to interrupt their gameplay. Our

design will attempt to pro-actively identify these cases and

deliver help fluidly where it is needed.

• Provide a post-game review for players to provide a context

for teamwork in games

Help them focus on the gameplay instead of the trash talk.

• Recast verbal abuse as part of the challenge of the game.

Page 13: Coping with Verbal Abuse in Online Games

13

Concepts & Concept SystemsNewbie games with abusive chat are automatically flagged for intervention by mentors

• We will take advantage of the technology means available to

direct help where it is needed most

Middle-upper ranked banned players serve as mentors to recover their accounts

• This gives them an alternative rather than starting a new

account (and likely raging at newbies again)

• These players have more time and energy invested in their

accounts and therefore more likely to take this option

• The higher rank will give their mentoring a tone of authority

and make new players more likely to listen

Page 14: Coping with Verbal Abuse in Online Games

14

What are we proposing?

New players are mentored through abusive chat

• Turns a negative first impression into a positive one

Players can review their game performance in relation to chat:

• For the current match

Shows how the chat affects individual plays in the match

Along with highlights to positively reinforce good behavior

• Over time

To provide a context so that individually, bad games don’t

ruin a new player’s impression of a community

Page 15: Coping with Verbal Abuse in Online Games

15

PrototypeWhat did we design?

Page 16: Coping with Verbal Abuse in Online Games

16

Page 17: Coping with Verbal Abuse in Online Games

17

Page 18: Coping with Verbal Abuse in Online Games

18

Page 19: Coping with Verbal Abuse in Online Games

19

Page 20: Coping with Verbal Abuse in Online Games

20

Page 21: Coping with Verbal Abuse in Online Games

21

Page 22: Coping with Verbal Abuse in Online Games

22

Page 23: Coping with Verbal Abuse in Online Games

23

Page 24: Coping with Verbal Abuse in Online Games

24

Page 25: Coping with Verbal Abuse in Online Games

25

Page 26: Coping with Verbal Abuse in Online Games

26

Page 27: Coping with Verbal Abuse in Online Games

27

Post Game Screen1. chat and performance history. 2. game highlights. 3. timeline of the kill/death/assists and chat stuff

1

2

3

Page 28: Coping with Verbal Abuse in Online Games

28

This chart has information for the past 20 games. As the

user flips through the different games, the one they are

currently viewing is highlighted on the chart along with

the associated date and time. The solid line represents the

Kill/Death ratio for that particular match, and the dotted

line represents the positive/negative chat ratio.

Page 29: Coping with Verbal Abuse in Online Games

29

We wanted to give the user a 60 second replay of the good/

bad moments of the match to give them a morale boost

and time to strategize as appropriate. By limiting the total

replay time to 60 seconds we were lowering the perceived

time cost for the player to something manageable.

Page 30: Coping with Verbal Abuse in Online Games

30

The timeline at the bottom shows how the performance of

the user and his team relates to the chat behavior.

Page 31: Coping with Verbal Abuse in Online Games

31

StrategiesWhat is the vision?

Platform independent

• Mentorship and post-game review system works across

multiple games, allowing players to uncover their “gaming

style”, and better determine what strategies work for them.

Turning the trash talk into a challenge

• The natural state of a gamer is rising to challenges. Re-casting

the verbal abuse as a challenge with the help of the in-game

narrator was part of our early iterations, but didn’t make

it into our final presentation because of priorities and time

constraints.

Page 32: Coping with Verbal Abuse in Online Games

34

Appendix

Page 33: Coping with Verbal Abuse in Online Games

35

Literature

• Video Game Industry Statistics http://www.esrb.org/about/video-game-industry-statistics.jsp

• League of Legends has 32 Million Monthly Active Players http://www.destructoid.com/league-of-legends-has-32-million-monthly-active-players-236618.phtml

• Voice Analysis - Emotional http://www.beyondverbal.com/home-page/

• Connotation Dictionary http://www.connotative.com/EmoDict.htm

• Emotion Mining from Text http://www.slideshare.net/shakthydoss/emotion-detection-from-text-using-data-mining-and-text-mining

• Toxic Behavior Gets Entire League of Legends Team Booted from Tournament http://www.nbcnews.com/technology/toxic-behavior-gets-entire-league-legends-team-booted-tournament-1C8118274

• XBox Live and Verbal Abuse http://theresidentanthropologist.wordpress.com/2013/01/25/xbox-live-and-verbal-abuse/

Resources

Page 34: Coping with Verbal Abuse in Online Games

36

League of Legends Artifacts

• LoL Post-Game Screen (Highlighting account names based on expletives; banned player using a new account) http://i.imgur.com/lGkCQ.jpg

• LoL Honor System FAQ (About 1.5 percent of players have been punished by the tribunal) https://support.leagueoflegends.com/entries/22083111-Honor-System-FAQ

• LoL Tribunal FAQ http://na.leagueoflegends.com/tribunal/en/faq/

• Honestly i know i need to improve but don’t know how http://community.na.leagueoflegends.com/c/gameplay/baQJVNrk-honestly-i-know-i-need-to-improve-but-dont-know-how

• What is it about this game that brings out the worst of us while we play? http://community.na.leagueoflegends.com/c/behavior/es9TikY3-what-is-it-about-this-game-that-brings-out-the-worst-of-us-while-we-play

• Learn to Play League of Legends (Video) http://www.youtube.com/watch?v=wFSXipO3SMA

Page 35: Coping with Verbal Abuse in Online Games

37

Tony K.Baseball playerHarassment was from opposing team fansHarassment targeted family situation from things they researched onlineVerbal abuse affects younger/new players more than experienced ones. Danny D.Online Gamer (Casual)Random player on an online game abused her, for no fault of hers.Did not return back to the game.Was pretty pissed/annoyed. MoGame player for 8 years.Keeps her gender identity undisclosed, because she does not want to get targeted.Was called names by fellow players, when she made mistakes.Would deflect their anger by blaming network issues for her poor performance.Plays almost exclusively with her close online friend because “random people are mean”

C. C.Experienced Soccer playerIgnores taunting/trash talking whenever it occursHated ‘name-calling’ within her team, which caused her anxiety.

InterviewsInterviewsInterviews

Page 36: Coping with Verbal Abuse in Online Games

38

• Just graduated college

• currently looking for a job.

• Lives with her parents.

• Experienced with online games

• But is trying a new genre (LoL)

What does she want?

• Self-esteem boost

• challenge herself without being harassed

Personas

Chrisanne WhyteAge: 23Status: New gamer (to a specific game)

Page 37: Coping with Verbal Abuse in Online Games

39

•Loves his Xbox.•Got a new laptop for his birthday.

What does he want?

•To make friends online.•To get better at gaming.•To have fun.

Patrick Gusse:

Age: 15Status: Intermediate game player

Page 38: Coping with Verbal Abuse in Online Games

40

•Married.•Works part time.•Often gets banned in online gaming communities.

What does he want?•Bragging rights.•To win!

Trey Weaver

Age: 30Status: New gamer

Page 39: Coping with Verbal Abuse in Online Games

41

Initial sketches that helped us ideate.

Concept iterations

Page 40: Coping with Verbal Abuse in Online Games

42

Initial sketches that helped us ideate.

Page 41: Coping with Verbal Abuse in Online Games

43

Initial sketches that helped us ideate.

Page 42: Coping with Verbal Abuse in Online Games

44

Iteration 1 - During Game play

Page 43: Coping with Verbal Abuse in Online Games

45

Iteration 1 - ‘You died’ screen to get user feedback.

Page 44: Coping with Verbal Abuse in Online Games

46

Iteration 1 - Abusive chat

Page 45: Coping with Verbal Abuse in Online Games

47

Iteration 1 - Encouraging words that pop up during gameplay as said by the narrator.

Page 46: Coping with Verbal Abuse in Online Games

48

Iteration 1 - After Game over sketch (Refection page)

Page 47: Coping with Verbal Abuse in Online Games

49

Iteration 1 - After Game over sketch (Refection page)

Page 48: Coping with Verbal Abuse in Online Games

50

Iteration 2 - ideating

Page 49: Coping with Verbal Abuse in Online Games

51

Iteration 3- Ideating

Page 50: Coping with Verbal Abuse in Online Games

52

Iteration 3- Ideating - during game play

Page 51: Coping with Verbal Abuse in Online Games

53

Usability Test Script - Round 1, 2013-10-16Hi my name is __________ I am doing a class assignment, do you have time to give your opinion on some sketches? It will take at most 5 minutes. I will ask you to act out some scenarios with these sketches, thinking aloud as you go along. Say whatever comes to mind – I’m not testing you: you are helping me test the design.

Just a warning, our test has to do with abusive language in videogames, so there will be some language that you might find offensive. Remember, you can quit the test at any time.

My colleagues will take notes as we go along, and may also take some pictures as part of a requirement to show the work we’re doing. You can choose to stop at any time. Before we begin: Do you mind telling me your age/age-group? Do you play games online? Have you ever played League of Legends online? To the moderator: is the participant male or female? What is League of Legends?League of Legends is a birds eye view, 5 vs 5 fighting game played online game. Matches are about 40 minutes in length.

Usability Testing

Page 52: Coping with Verbal Abuse in Online Games

54

For games you can play with friends or be matched with players of the same rank.

ScenariosYou’ve logged on to League of Legends for the first time, and you’re in the middle of playing your first game with Juggernaut, Lakilla, and Shomum, whom you’ve never met before. All of a sudden, your team starts losing the fight. You die for the first time and you are unsure why.

Show the participant “You Died!” screen

What would you do now?What do you think this screen does?

When you get back into the game, your teammates are upset that you died. Not only do they blame you for the team starting to lose, but they begin to use abusive language to demean you.

What do you think of this?

Show the participant “Game play” screen with abusive chat insert

The match continues to go downhill. You and your teammates die many times without making headway against the enemy. Your team mates verbally abuse you the entire time because they are upset. Eventually, the match ends. Your team lost.

Page 53: Coping with Verbal Abuse in Online Games

55

Show the participant “Post Mortem”

What would you do now?What do you think this screen allows you to do? Do you have any other comments?

Round 1 Results

Participants were not motivated enough to write down their reflections and keep a journal. They wanted to quit game when it became abusive, and were reluctant to replay video of a game that was abusive. One participant did not realize he was being offered the opportunity to play a recording of the game; he thought he was being offered the chance for a rematch. The narrator’s intervention was well-received: people felt that the intervention would prevent them from quitting the game.

Some participants thought that the “Abusive team-mates” option on the re-spawning screen survey would report the abuse to the game administrators; some also confused submitting a reflection with submitting a report of the abuse.

Page 54: Coping with Verbal Abuse in Online Games

56

Usability Test Script - Round 2, 2013-10-20

ScenariosYou’ve logged on to League of Legends for the first time, and at the beginning of the your first match you see this starting screen.

Show the participant “Game Start!” screen (with griefer warning)

What do you think of this?

The match heats up pretty quickly. You’re playing with Juggernaut, Lakilla, and Shomum, whom you’ve never met before. All of a sudden, your team starts losing the fight. You die for the first time and you are unsure why.

This is the screen that shows up when you die.Show the participant “You Died!” screen (with narrator feedback)

What do you think of this?

When you get back into the game, your teammates are upset that you died. Not only do they blame you for the team starting to lose, but they begin to use abusive language to demean you.

Show the participant “Game play” screen with abusive chat insert

Page 55: Coping with Verbal Abuse in Online Games

57

This gets under your skin. You continue to play, but you’re not on your top game and things aren’t going well even though you get a few kills.

What do you think of this?What would you do now?If you respond to them, what would you say?

The Narrator speaks up.Show the participant “Game play” screen (with the narrator’s constructive feedback according to user response)

What do you think of this?

The verbal abuse intensifies. For the rest of the match, Lakilla does little but curse on and on about how terrible of a gamer you are, even though his score is worse.

What do you think of this?What would you do now?If you respond to Lakilla, what would you say?

In the end, Juggernaut and Shomum finish the game with scores higher than you. Lakilla was the worst, and you came in third. Even though you had some good plays in the game, your team lost by a significant amount.

Page 56: Coping with Verbal Abuse in Online Games

58

Show the participant “Post Mortem”

What would you do now?What do you think this screen allows you to do? Do you have any other comments?

If the participant clicks on view journal, continue to the next task.Otherwise, say this scenario is complete and there is one more short scenario.

Show the participant the “Journal”

What do you think this screen allows you to do?

This is the archive of all the post-game reviews you have left. Your current goal is to look up a game of League of Legends that you played in last week to review what went wrong in a particular situation.

Would the search by tags function change the things that you enter for tags on your next post-game review?Any other comments?

Page 57: Coping with Verbal Abuse in Online Games

59

Round 2 Results

Some participants found the narrator unconvincing as a motivator, as it was not human; they would have preferred to quit the game. They were also not motivated to use the journal feature, as they didn’t understand what it was or what it was useful for.

Conclusion

Based on these results, we decided to remove the reflection area and use it to show enhanced game statistics instead, which would inform the user of their progress in relation to chat events. To add the human connection, we decided to use actual people to coach/mentor a gamer, and with the narrator’s voice playing a supplementary role. Instead of offering a replay of the entire match, we offered only 1 minute of video clips highlighting the best and worst of the player’s performance in the match, and improved the labeling of this screen to reduce confusion. A clip of the one of the player’s good performances would start playing automatically when the player visits this screen.

Page 58: Coping with Verbal Abuse in Online Games

60

Design Process

Page 59: Coping with Verbal Abuse in Online Games

61

Selecting problem space

Page 60: Coping with Verbal Abuse in Online Games

62

Interviewing User

Page 61: Coping with Verbal Abuse in Online Games

63

Selecting problem

Page 62: Coping with Verbal Abuse in Online Games

32

Usability test round 1

Page 63: Coping with Verbal Abuse in Online Games

33

Usability test round 2

Page 64: Coping with Verbal Abuse in Online Games

34

Creating prototype

Page 65: Coping with Verbal Abuse in Online Games

35

Putting them together