Lune

CHI2021顶会

Flag and Flaggability in Automated Moderation: The Case of Reporting Toxic Behavior in an Online Game Community

Yubo Kou, Xinning Gui

2021年份
85被引次数
17顶会引用

摘要

Online platforms rely upon users or automated tools to flag toxic behaviors, the very first step in online moderation. While much recent research has examined online moderation, the role of flag remains poorly understood. This question becomes even more urgent in automated moderation, where flagging becomes a primary source of human judgment. We conducted a qualitative study of flagging practices in League of Legends (LoL), a popular eSports game. We found stark differences between how flag is designed to identify toxicity, and flaggability, or how players use and appropriate flag. Players distrust flag, but also appropriate flag for instrumental purposes. Thus, flaggability diverges decidedly from the conception of toxicity, and must be understood within the highly competitive gaming context of LoL. These findings help shed light on the situated nature of flaggability, the role of flag in online moderation, as well as implications for designing flag and moderation.

问问这篇 Paper

问问你的智能体。

Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。

可以从这些问题问起

智能体调用

Lunesearch_papers

在 Lune 里问

免费开始,无需绑卡

lune papers get 5b6049cd-6307-45dd-a8be-a5c1ecf706e4

引用它的顶会 Paper17

问问它们各自怎么用它

相关 Paper

黄昏的海面,两侧是细线勾勒的悬崖