Association for Behavior Analysis International

The Association for Behavior Analysis InternationalĀ® (ABAI) is a nonprofit membership organization with the mission to contribute to the well-being of society by developing, enhancing, and supporting the growth and vitality of the science of behavior analysis through research, education, and practice.

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46th Annual Convention; Online; 2020

Event Details


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Paper Session #341
Descriptive Functional Assessment of Aberrant Behaviors in a Gaming Environment
Monday, May 25, 2020
9:30 AM–9:50 AM
Virtual
Area: CBM
Chair: Yiyi Wang (University of Southern California )
 
Descriptive Functional Assessment of Aberrant Behaviors in a Gaming Environment
Domain: Applied Research
YIYI WANG (University of Southern California ), Zhen Lin (University of Southern California ), Manwei Cao (University of Southern California ), Andrew Hall (University of Southern California ), David Ressa (University of Southern California ), Robert Dunst (University of Southern California ), Michael J. James Cameron (University of Southern California )
 
Abstract: Bullying is a common problem that not only influences children at school settings, but also happens to adults in various situations. Playing video games online is a large part of contemporary human interaction; in consequence, cyber-bullying is a socially significant problem. Similar to real life experience, many online collaborative games depend on teamwork. However, a majority of players often display aberrant behaviors during the match, which results in the corrosion of team effort and an unfavorable impact on the game environment. Toxic behavior is a common concern in online gaming, which usually refers to any behavior that negatively impacts other players’ game experience. Toxic behavior involves a large range of behaviors such as sending aggressive messages in chat box or intentionally supporting the enemy team. In this paper, we present an examination of toxic behaviors in a popular online game, League of Legends (LoL), through an online survey. Based on our results, a total of 830 people participated in the survey and 99.70% of them have witnessed toxic behavior in games. Using a large collection of game records and player feedback, the purpose of the current study is to analyze the most common antecedents that provoke players to become toxic in game and assess changes in their body and emotional states after they become toxic. We also propose metrics to analyze players’ performance when they witness toxic situations or are verbally abused by other players in game. Our analysis will contribute to propose some potential recommendations on decreasing players’ overall toxic with the use of self-monitoring and Acceptance and Commitment Training (ACT) and opens ways to provide a better ambience on the online video game community.
 
 

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