When Code Governs Community

dc.contributor.authorKou, Yubo
dc.contributor.authorGui, Xinning
dc.date.accessioned2016-12-29T00:50:08Z
dc.date.available2016-12-29T00:50:08Z
dc.date.issued2017-01-04
dc.description.abstractWe present a qualitative study of governance in the community of League of Legends, a popular Multiplayer online battle arena (MOBA) game developed by Riot Games. To cope with toxic behaviors such as griefing and flaming, Riot Games initially implemented a crowdsourcing system inviting players to participate in governing their own community. However, in May, 2014, they automated the system, relying heavily on code while minimizing the level of human participation. We analyzed both players’ and Riot Games’ narratives to understand their attitudes towards the relationship between human judgment and automation, as well as between alienation and community. We found stark differences between players and Riot Games in terms of attitudes towards code and value in designing online governance. We discuss how the design of governance might impact online community.
dc.format.extent9 pages
dc.identifier.doi10.24251/HICSS.2017.249
dc.identifier.isbn978-0-9981331-0-2
dc.identifier.urihttp://hdl.handle.net/10125/41403
dc.language.isoeng
dc.relation.ispartofProceedings of the 50th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectMultiplayer online battle arena
dc.subjecttoxic behavior
dc.subjectgovernance
dc.subjectcrowdsourcing
dc.subjectautomation
dc.titleWhen Code Governs Community
dc.typeConference Paper
dc.type.dcmiText

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
paper0254.pdf
Size:
1.06 MB
Format:
Adobe Portable Document Format