Please use this identifier to cite or link to this item: http://hdl.handle.net/10071/24712
Author(s): Şengün, S.
Santos, J. M.
Salminen, J.
Jung, S.-G.
Jansen, B. J.
Date: 1-Apr-2022
Title: Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends
Volume: 177
ISSN: 0040-1625
DOI (Digital Object Identifier): 10.1016/j.techfore.2022.121556
Keywords: Games
Toxicity
Vocality
Valence
League of Legends
Proteus effect
Abstract: We investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players’ champion usage in the popular online game League of Legends, where champions are the characters that the players control. First, we create two sets of variables: (a) objective champion characteristics based on information from the game developer, which we further enrich by semiotic coding, and (b) subjective champion characteristics based on crowdsourced opinions about the champions. Then, we analyze 13.6 million in-game chat messages to measure whether the players’ vocality (character counts of messages), valence (negative versus positive scores of language use), and toxicity (frequency of toxic word usage) change depending on the characteristics of the champions they employ. We find that champions’ body type, role, and gender are associated with players’ higher vocality, toxicity, and negative valence. We also find that the players’ communication significantly changes in toxicity and valence when they play using different champions. We discuss our methodology and results in detail and propose design directions and other implications based on them.
Peerreviewed: yes
Access type: Open Access
Appears in Collections:CIES-RI - Artigos em revistas científicas internacionais com arbitragem científica

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