“Bad Vibrations”: Sensing Toxicity From In-Game Audio Features
Publication date
2022-12
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Document Type
Article
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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