When Code Governs Community

dc.contributor.author Kou, Yubo
dc.contributor.author Gui, Xinning
dc.date.accessioned 2016-12-29T00:50:08Z
dc.date.available 2016-12-29T00:50:08Z
dc.date.issued 2017-01-04
dc.description.abstract We 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.extent 9 pages
dc.identifier.doi 10.24251/HICSS.2017.249
dc.identifier.isbn 978-0-9981331-0-2
dc.identifier.uri http://hdl.handle.net/10125/41403
dc.language.iso eng
dc.relation.ispartof Proceedings of the 50th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Multiplayer online battle arena
dc.subject toxic behavior
dc.subject governance
dc.subject crowdsourcing
dc.subject automation
dc.title When Code Governs Community
dc.type Conference Paper
dc.type.dcmi Text
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