“Bad Vibrations”: Sensing Toxicity From In-Game Audio Features

Publication date

2022-12

Authors

Reid, Elizabeth
Mandryk, Regan L.
Beres, Nicole A.
Klarkowski, Madison
Frommel, JulianORCID 0000-0001-8783-7783ISNI 000000051252719X

Editors

Advisors

Supervisors

Document Type

Article
Open Access logo

License

taverne

Abstract

Toxicity in online gaming is a problem that causes harm to players, developers, and gaming communities. Toxic behaviours persist in online multiplayer games for a number of reasons, and continue to go unchecked due in large part to a lack of reliable methods to accurately detect toxicity online, in real-time, and at scale. In this paper, we present a modeling approach that uses features derived from in-game verbal communication and game metadata to predict if Overwatch games are toxic. With logistic regression models, we achieve accuracy scores of 86.3% for binary (high vs low toxicity) predictions. We discuss which features were most salient, potential application of our predictive model, and implications for toxicity detection in games. Our approach is a low-cost, low-effort, and non-invasive detection approach that contributes to holistic efforts in combating toxicity in games.

Keywords

Feature extraction, Games, Overwatch, Predictive models, Sensors, Sports, Toxicology, User experience, classification, competitive, esports, game, gaming, multiplayer, prediction, reporting, toxicity, Taverne, Software, Control and Systems Engineering, Artificial Intelligence, Electrical and Electronic Engineering

Citation

Reid, E, Mandryk, R L, Beres, N A, Klarkowski, M & Frommel, J 2022, '“Bad Vibrations” : Sensing Toxicity From In-Game Audio Features', IEEE Transactions on Games, vol. 14, no. 4, pp. 558-568. https://doi.org/10.1109/tg.2022.3176849