Mitigating Toxicity in Fast Paced Games

Persuasive Design | Feature Design | UX Research

OVERVIEW

Introduction
In the vast arena of Fast Paced Games, where competition and camaraderie collide, a pressing question emerges: How can we leverage one's self-perception to inspire positive behavioral change? We embark on a journey through cognitive behavioral theories, weaving values into the fabric of League of Legends. This endeavor aims not only to reshape gameplay but to instill a desire for kindness in every player.
The Problem
Have you managed to stick to your New Year’s resolution from January this year? If not, rest assured, you're not alone in veering away from your goals to shed weight, hit the gym, or kick the smoking habit. That is because behavior change is hard!

Research shows that interventions to change human behavior typically have modest effects, as maintaining those changes over time poses a greater challenge. In the fast-paced gaming world of League of Legends, 74% of players admit to witnessing or experiencing toxic behavior. Despite some justifying toxicity as an inherent part of gaming, studies reveal enduring negative effects that extend beyond the screen, causing both personal and interpersonal harm.
Our Solution
We have designed a value-based tier system within League of Legends to assist players in aligning themselves with positive values, promoting self-awareness and pro-social behavior. By employing persuasive intervention methods, our goal is to aid players not only in changing their behavior but also in sustaining this change through intrinsic motivation, fostering a positive gaming environment.

Our solution prompts players to select three values they resonate with. We use the pre-game and in-match screens strategically to influence behavior through priming and social proof. The tier system, linked with endorsements, promotes social accountability and rewards players as they progress.
My Role(s):
UX Researcher
Product Designer
Duration:
Aug '23 - Present
Methods:
Focus Groups
Expert Consults
Digital Prototyping
Usability Testing
Contextual Inquiry
Surveys & Questionnaires
Team:
Lisa Yu Li
Laura Delince
Farhan Ahmed
Kyle Kawakami
Junghyun Choy
Hnin Lei Lei Tun
How might we employ strategies to instill an intrinsic desire in players to demonstrate kind behavior within online gaming environments?
Our Approach
We streamlined our research phase approach, but the design and evaluation phases involved multiple rounds of iterative design and testing.
The approach consists of Research Phase, Design Phase and Evaluate Phase.

RESEARCH

Literature Review
To kick us off, we started reading existing research work. Our literature review delved into various dimensions of toxic behaviors within gaming communities, drawing insights from multiple studies. We explored cultural influences and offline environments to understand their correlation with toxic behavior in multiplayer online games. Insights from studies on coping mechanisms, reporting behavior, and the impact of social ambiguity contributed to a nuanced understanding of toxicity dynamics. The synthesis of these diverse studies provided a comprehensive understanding of toxic behaviors in gaming, shedding light on triggers, manifestations, and potential interventions within the complex dynamics of gaming communities.
Previous Industry Efforts
We wanted to know how other games have implemented measures that would help promote positive behavior in game sessions while preventing toxic behaviors. During our research we came across DOTA 2. In addressing the widespread issue of toxic behaviors, DOTA 2 implemented a feature that modifies players' influence within the game based on their behavior and communication scores. These scores are consistently assessed during gameplay, offering insights into a player's conduct and interactions. Players with lower behavior and communication scores encounter limitations on certain in-game features. This deliberate restriction acts as a consequence, intended to motivate players to maintain higher standards of behavior and communication.
The approach consists of Research Phase, Design Phase and Evaluate Phase.
Screenshot of the behavior summary in DOTA 2. (Source)
Studying the purpose and functioning of this feature, we concluded that:
  • While a positive step, the initiative could enhance its approach by actively promoting positive behavior, incorporating in-game rewards or recognition for sportsmanship and cooperation, instead of solely relying on punitive measures.
  • It's essential to weigh the impact of consequences on player satisfaction, as the act of removing features may lead to dissatisfaction and, in turn, contribute to more toxic behaviors. Striking a balance between consequences and maintaining an enjoyable gaming experience is crucial.
Focus Groups
During our focus group session, we engaged with six League of Legends players, each offering unique metaphors that often resonated with similar sentiments regarding key concepts. These concepts encompassed their strategies for dealing with in-game toxicity, personal roles within toxic scenarios, methods of regulation, and the reasons behind their choice to play or enjoy League of Legends. The participants demonstrated a thoughtful approach in selecting metaphors, skillfully connecting them to overarching themes, and provided well-reasoned explanations for their choices. The explored concepts included "Reporting," "Game Toxicity," "Losing LP (ranking)," "How I feel when my teammate isn’t pulling their weight," and "Communication with Team." Here are some of our findings:
  • League of Legends dynamics, team-based nature, and frequent updates create an environment conducive to toxicity.
  • Muting and reporting are prevalent methods to combat toxicity, with skepticism about their effectiveness.
  • Despite encountering toxicity, participants continue playing due to the positive aspects of community, collaboration, and entertainment.
Expert Interviews
To gain deeper insights from our research findings, we conducted semi-structured interviews with renowned experts specializing in gaming, game design, and Human-Computer Interaction (HCI). The panel of experts encompassed individuals with extensive knowledge and experience in these domains. The interviewees comprised:
  • Ravi Kawade (Professional DOTA 2 Player)
  • Erik Harpstead (System Scientist at Carnegie Mellon’s HCII)
  • Julian Frommel (HCI & Games Researcher at Utrecht University)
  • Elaine Fath (Lead Game Designer at the Center for Transformational Play at Carnegie Mellon)
The approach consists of Research Phase, Design Phase and Evaluate Phase.
Interview session with Ravi Kawade.
Key Insights
After Synthesizing our notes and insights from these research methods, we prioritized four key takeaways to guide us as we designed our solution:
Virtual Identity Discord

Online anonymity provides individuals with a sense of detachment from their virtual personas, potentially leading to the manifestation of toxic behaviors that seem inconsistent with their real-life character. This creates discord between behavior and values, as players recognize the inappropriateness of toxic behavior but may still choose to engage in it.

Blame and Denial

Players commonly attribute their losses to others, indicating a reluctance to take responsibility for their performance. While many report experiencing toxicity, few admit to perpetrating it, highlighting a potential lack of self-awareness as most players likely find themselves in victim role.

Norms of Negativity

Players experience a feeling of powerlessness when reporting toxic behavior, as they perceive a lack of direct consequences for their actions. The normalization of toxicity in League of Legends has resulted in a decreased likelihood of reporting such behavior when players encounter it, fostering an environment where reporting is less prevalent.

Openness and Change

Change that comes from within is authentic. Fostering a playful approach enhances openness to change. It's crucial to be wary of reactance, as individuals may react negatively to interventions when they feel their autonomy is being restricted.

DESIGN + EVALUATION

Brainstorming
In order to encourage divergent and creative thinking, we decided to brainstorm solutions individually before coming together and presenting our ideas to the group. Each group member referred back to the findings we identified in the research stage to make sure that the solutions we came up with addressed at least part of our users' needs. We consolidated all ideas on a FigJam Board and conducted a voting process to identify the most promising concepts.
Brainstorming and voting ideas.
Analyzing the highest-rated concepts and categorizing them based on various persuasion techniques proved instrumental in the process of refining our choices. This methodical approach ultimately led us to identify the best ideas that stood out as the most promising solutions:
  • Empowering players to choose their resonant values.
  • Implementing priming techniques through pre-game and in-game loading screens.
  • Introducing a tier-based system where players can endorse teammates based on selected values to progress and receive rewards.
Grouping similar concepts.
Narrowing down to best ideas.
Sketching
We proceeded to bring our concepts to life through visualization sessions, delving into detailed discussions on the execution of each idea to align with our objectives. The sketching sessions were dynamic, prompting us to refine and rethink our approaches. Iterative in nature, we found ourselves revisiting and enhancing our sketches, aiming for a synthesis of three distinct concepts that could seamlessly harmonize to yield robust and cohesive results.
The approach consists of Research Phase, Design Phase and Evaluate Phase.
A whiteboard sketching session.
Iterations
Iteration 1: Paper Prototypes and Usability Testing Session - 1
Iteration 2: Digital Wireframes and Usability Testing Session - 2
Iteration 3: Interactive Prototypes and Usability Testing Session - 3
Questionnaire
Following the interviews, we let the users fill in the System Usability Scale (SUS) questionnaire.

Overall, our design received an average SUS score of 82.5/100. In fact, the mean was greatly affected by one outlier with an extremely high score; all the other users rated the system as highly usable. A larger sample size is needed to get a more accurate estimation of the system's usability, but a SUS score of 82.5 assures us that our system is considered usable by most of our audience.
Final Design
Based on the results gathered from our research and usability testing sessions, we utilized Figma to create the final design of our tool. Below are the finalized designs:
Select three values and share why they resonate with you
Value Picking Screen
Upon creating an account, players will be encouraged to choose and contemplate three values they wish to cultivate. They can modify these choices later as desired.
Why is it impactful?
Pre-game Loading Screen
View your and your teammates' values before the match
When the game begins, the loading screen will display each player's values at the top of their avatar.
Why is it impactful?
View your and your teammates’ values during the match
In-game Teammates' Values
During the match, each player will see their values next to their avatar. Additionally, they will have the ability to view their teammates' values displayed on the screen at all times.
Why is it impactful?
Post-game Player Endorsement Screen
Endorse your teammates at the end of the match
After the match concludes, players will be prompted to endorse their teammates based on their values. If players believe their teammates have exemplified any of the displayed values, they can click on them to provide an endorsement.
Why is it impactful?
Advance through the value tiers and unlock rewards
The Value Tier Screen
Players will move up the tiers of their chosen value as they receive endorsements from teammates. Each tier will have checkpoints that reward players with in-game prizes.
Why is it impactful?

REFLECTIONS & NEXT STEPS

Engaging in this project has been a significant source of personal and professional growth, enhancing my skills as a researcher and prompting thoughtful considerations of psychological methodologies within design. The iterative nature of the design process facilitated my personal growth by fostering adaptability, resilience, and a deeper understanding of user needs through ongoing refinement and collaboration.

We are presently extending this project as an independent research study alongside Prof. Kaufman. Our focus is on enhancing our solution by exploring more user-friendly applications of self-affirmation theories. The aim of this study is to assess the sustained impact of our solution on players' behavior over an extended period and to determine if our interventions contribute to maintaining this behavioral change, extending beyond the context of League of Legends to influence their personal lives.

Collaborating with the Collaborative Against Hate, we are set to persist in testing and advancing our concepts. Securing IRB approval and funding from Carnegie Mellon’s College of Fine Arts Creative Inquiry Grant marks a pivotal step in continuing this exploration.
Team Karma