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SHAPING BEHAVIOR IN ONLINE GAMES JEFFREY LYTE LIN | LEAD SOCIAL - PowerPoint PPT Presentation

THE SCIENCE BEHIND SHAPING BEHAVIOR IN ONLINE GAMES JEFFREY LYTE LIN | LEAD SOCIAL SYSTEMS DESIGNER SPECIAL THANKS TO THE RIOT GAMES PLAYER BEHAVIOR TEAM HEADS UP YOU WILL SEE INAPPROPRIATE LANGUAGE IN THIS TALK WE USED TO BELIEVE TOXIC


  1. THE SCIENCE BEHIND SHAPING BEHAVIOR IN ONLINE GAMES JEFFREY “LYTE” LIN | LEAD SOCIAL SYSTEMS DESIGNER SPECIAL THANKS TO THE RIOT GAMES PLAYER BEHAVIOR TEAM

  2. HEADS UP YOU WILL SEE INAPPROPRIATE LANGUAGE IN THIS TALK

  3. WE USED TO BELIEVE TOXIC BEHAVIOR AND ONLINE GAMING WENT HAND-IN-HAND

  4. SPECIALISTS RENJIE “STINKYTOFU” LI DAVIN “DAVIN” PAVLAS JEFF “LYTE” LIN LEAD STATISTICIAN LEAD DESIGNER PLAYER RESEARCHER PHD – COGNITIVE PHD – BRAIN & PHD – HUMANS FACTORS NEUROSCIENCE COGNITIVE SCIENCES PSYCHOLOGY

  5. THE TEAM

  6. ANALYZING THE PLAYER BEHAVIOR PROBLEM TOXIC PLAYERS

  7. ANALYZING THE PLAYER BEHAVIOR PROBLEM TOXIC PLAYERS NORMAL PLAYERS

  8. ANALYZING THE PLAYER BEHAVIOR PROBLEM TOXIC PLAYERS NORMAL PLAYERS

  9. IF WE REMOVE ALL TOXIC PLAYERS FROM THE GAME, DO WE SOLVE THE PLAYER BEHAVIOR PROBLEM?

  10. IF WE REMOVE ALL TOXIC PLAYERS FROM THE GAME, DO WE SOLVE THE PLAYER BEHAVIOR PROBLEM? NO.

  11. ANALYZING THE PLAYER BEHAVIOR PROBLEM PLAYER 1 PLAYER 6 PLAYER 2 PLAYER 7 PLAYER 3 PLAYER 8 PLAYER 4 PLAYER 9 PLAYER 5 PLAYER 10

  12. ANALYZING THE PLAYER BEHAVIOR PROBLEM PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5 PLAYER 6 PLAYER 7 PLAYER 8 PLAYER 9 PLAYER 10

  13. ANALYZING THE PLAYER BEHAVIOR PROBLEM PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5 PLAYER 6 PLAYER 7 PLAYER 8 PLAYER 9 PLAYER 10

  14. ANALYZING THE PLAYER BEHAVIOR PROBLEM PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5 PLAYER 6 PLAYER 7 PLAYER 8 PLAYER 9 PLAYER 10

  15. ANALYZING THE PLAYER BEHAVIOR PROBLEM PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5 PLAYER 6 PLAYER 7 PLAYER 8 PLAYER 9 PLAYER 10

  16. ANALYZING THE PLAYER BEHAVIOR PROBLEM MANY GAMES SEEM TOXIC BECAUSE AT LEAST ONE PLAYER’S HAVING HIS/HER BAD DAY

  17. HOW DO WE PREVENT PLAYERS FROM FLIPPING TABLES BECAUSE OF CONTEXT?

  18. THE CROSS-TEAM CHAT EXPERIMENT

  19. CORE PILLAR 1 HYPOTHESIS MAKING CROSS-TEAM CHAT AN OPT-IN PROCESS CAN IMPROVE PLAYER BEHAVIOR

  20. CHAT LOG CROSS-TEAM EXPERIMENT RESULTS ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER 46% of games had no [all] chat 81.7% were negative 9.6% were neutral 8.7% were positive

  21. CHAT LOG CROSS-TEAM EXPERIMENT RESULTS ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER 46% of games had no [all] chat 81.7% were negative -32.7% negative chat 9.6% were neutral 8.7% were positive

  22. CHAT LOG CROSS-TEAM EXPERIMENT RESULTS ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER 46% of games had no [all] chat 81.7% were negative -32.7% negative chat 9.6% were neutral -1.9% neutral chat 8.7% were positive

  23. CHAT LOG CROSS-TEAM EXPERIMENT RESULTS ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER 46% of games had no [all] chat 81.7% were negative -32.7% negative chat 9.6% were neutral -1.9% neutral chat 8.7% were positive +34.5% positive chat

  24. CHAT LOG CROSS-TEAM EXPERIMENT RESULTS ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER 46% of games had no [all] chat 47% of games had no [all] chat 81.7% were negative -32.7% negative chat 9.6% were neutral -1.9% neutral chat 8.7% were positive +34.5% positive chat

  25. -17% in Offensive Language REPORTS PER ACTIVE PLAYER on S ummoner’s Rift -12% in Verbal Abuse on Summoner’s Rift -6% in Negative Attitude on Summoner’s Rift *REPORT DATA FROM 5/1/2012 TO 9/1/2012

  26. DEFAULT CHAT OFF TAKEAWAYS ‣ A small change can have a large impact ‣ Shielding players from toxic behavior can also reduce the frequency of the behavior

  27. THE TRIBUNAL EXPERIMENT

  28. CORE PILLAR 2 HYPOTHESIS ENGAGING OUR COMMUNITY TO MANAGE THEIR OWN BEHAVIOR CAN BE AN EFFECTIVE APPROACH IN FIGHTING TOXIC BEHAVIOR

  29. THE TRIBUNAL 105MM+ 280K+ VOTES REFORMED PLAYERS

  30. HOW ACCURATE EXAMPLE: MODERATE TOXICITY IS THE TRIBUNAL? QUALIFIED FOR AN E-MAIL WARNING

  31. HOW ACCURATE EXAMPLE: SEVERE TOXICITY IS THE TRIBUNAL? QUALIFIED FOR A LONG-TIME BAN

  32. EXAMPLE: PARDONED RECEIVED NO PUNISHMENT HOW ACCURATE IS THE TRIBUNAL?

  33. PLAYERS KNEW THEY WERE BANNED… BUT NOT WHY HOW ACCURATE IS THE TRIBUNAL?

  34. WE KNOW SPEED AND CLARITY OF FEEDBACK PLAY CRITICAL ROLES IN SHAPING BEHAVIOR

  35. THE FEEDBACK LOOP EXPERIMENT

  36. CORE PILLAR 2 HYPOTHESIS SHOWING BANNED PLAYERS EXACTLY WHY THEY WERE BANNED CAN IMPROVE REFORM RATES

  37. TRIBUNAL REFORM CARDS

  38. TRIBUNAL REFORM CARDS % CHANGE IN REPORTS PER GAME AFTER A PUNISHMENT WARNING 3-DAY BAN 7-DAY BAN 14-DAY BAN INCREASE IN REPORTS PRE REFORM CARD DECREASE IN REPORTS *REPORT DATA FROM 5/19/2012 TO 8/19/2012

  39. TRIBUNAL REFORM CARDS % CHANGE IN REPORTS PER GAME AFTER A PUNISHMENT WARNING 3-DAY BAN 7-DAY BAN 14-DAY BAN INCREASE IN REPORTS PRE REFORM CARD 2.8% POST REFORM CARD 4% 11.2% 13.2% DECREASE IN REPORTS *REPORT DATA FROM 5/19/2012 TO 8/19/2012

  40. SUMMONER 1:

  41. SUMMONER 1:

  42. After going through the Tribunal cases I feel disgusted by the way I act and it makes me ashamed that I would continually criticize others and rage. League of Legends hasn’t been just a hobby, but is now a learning tool for me to see the error of my ways. I will try my hardest to improve my behavior and become a well-mannered Summoner.

  43. This is the first time someone told me that you should not say the “N” word online. I am sorry and I will never say it again.

  44. I’m really sorry for contacting you this way but I really don’t know what to do. The language I saw myself using is not language I even use and my attitude towards players was shocking. I am actually the polar opposite of what my chat logs showed. What I saw wasn’t me. Maybe give me a little guidance or help.

  45. IS IT OUR RESPONSIBILITY TO HELP THESE PLAYERS?

  46. YES. IS IT OUR RESPONSIBILITY TO HELP THESE PLAYERS?

  47. TRIBUNAL TAKEAWAYS ‣ [Tribunal] A vast majority of the gaming community find toxic behavior disgusting. Providing tools can change a culture. ‣ [Reform Cards] By showing toxic players peer feedback and promoting discussion among the community, players reformed.

  48. THE OPTIMUS EXPERIMENT

  49. THE PSYCHOLOGY OF PRIMING PRIMING prim·ing (prmng) n. a memory effect where exposure to a stimulus can affect later behavior

  50. THE PSYCHOLOGY OF PRIMING A brief glimpse of RED before achievement tasks can impair performance by ~20% (Elliot et al., 2007)

  51. THE PSYCHOLOGY OF PRIMING Doing a task with words related to ELDERLY can influence your walking speed leaving the room (Bargh et al., 1996)

  52. CORE PILLAR 3 HYPOTHESIS PRIMING CAN SHAPE ONLINE BEHAVIOR

  53. OPTIMUS PRIME EXPERIMENTAL DESIGN CATEGORY 1: FUN FACTS C1 “Nautilus’ /joke makes him swim through air. He’s weird like that.”

  54. OPTIMUS PRIME EXPERIMENTAL DESIGN CATEGORY 2: POSITIVE BEHAVIOR C1 C2 “Players perform better if you give them constructive feedback after a mistake.”

  55. OPTIMUS PRIME EXPERIMENTAL DESIGN CATEGORY 3: NEGATIVE BEHAVIOR C1 C2 C3 “Players who verbally abuse their teammates lose 16% more games.”

  56. OPTIMUS PRIME EXPERIMENTAL DESIGN CATEGORY 4: SELF-REFLECTION C1 C2 C3 “Who will be the most sportsmanlike C4 player in this game?”

  57. OPTIMUS PRIME EXPERIMENTAL DESIGN CATEGORY 5: GAMEPLAY TIPS C1 C2 C3 “Hold down the ALT key while casting an C4 C5 ability to cast it on yourself.”

  58. OPTIMUS PRIME EXPERIMENTAL DESIGN FONT COLORS Font Color 1 | Red C1 C2 C3 C4 C5 F1 Potentially promotes error-avoidance or criticality

  59. OPTIMUS PRIME EXPERIMENTAL DESIGN FONT COLORS Font Color 1 | Red C1 C2 C3 Font Color 2 | Blue C4 C5 Potentially promotes creativity F1 F2

  60. OPTIMUS PRIME EXPERIMENTAL DESIGN FONT COLORS Font Color 1 | Red C1 C2 C3 Font Color 2 | Blue C4 C5 Font Color 3 | White (Control) F1 F2 F3

  61. OPTIMUS PRIME EXPERIMENTAL DESIGN LOCATIONS LOCATION 1: Loading Screen C1 C2 C3 C4 C5 F1 F2 F3 L1

  62. OPTIMUS PRIME EXPERIMENTAL DESIGN LOCATIONS LOCATION 1: Loading Screen C1 C2 C3 LOCATION 2: In-Game C4 C5 F1 F2 F3 L1 L2

  63. OPTIMUS PRIME EXPERIMENTAL DESIGN LOCATIONS LOCATION 1: Loading Screen C1 C2 C3 LOCATION 2: In-Game C4 C5 LOCATION 3: Both F1 F2 F3 L1 L2 L3

  64. OPTIMUS PRIME EXPERIMENTAL DESIGN LOCATIONS LOCATION 1: Loading Screen C1 C2 C3 LOCATION 2: In-Game C4 C5 LOCATION 3: Both F1 F2 F3 LOCATION 4: None (Control) L1 L2 L3 L4

  65. OPTIMUS PRIME EXPERIMENTAL DESIGN COMPLETE EXPERIMENTAL DESIGN: 24 TIPS ACROSS 5 CATEGORIES C1 C2 C3 3 FONT COLORS C4 C5 3 LOCATIONS + 1 OVERALL CONTROL F1 F2 F3 217 UNIQUE CONDITIONS L1 L2 L3 L4

  66. EVERY GAME OF LEAGUE OF LEGENDS GOT A RANDOM TIP, LOCATION & FONT COLOR (10% OF GAMES GOT NOTHING TO ACT AS CONTROLS)

  67. FOR THE FIRST TIME, WE’RE REVEALING SOME RESULTS FROM THIS EXPERIMENT

  68. OPTIMUS PRIME RESULTS TIP: “X% of players punished by the Tribunal improve their behavior and are never punished again” FONT: White LOCATION: Loading Screen INCREASE COMPARED TO CONTROL GAMES 4.11% 5.89% 6.35% DECREASE *Optimus data from 11/2012

  69. HOW DO FONT COLORS INTERACT WITH TIP CATEGORIES?

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