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Identifying toxic behaviour in online games

  • In online video games toxic interactions are very prevalent and often even considered an imperative part of gaming. Most studies analyse the toxicity in video games by analysing the messages that are sent during a match, while only a few focus on other interactions. We focus specifically on the in-game events to try to identify toxic matches, by constructing a framework that takes a list of time-based events and projects them into a graph structure which we can then analyse with current methods in the field of graph representation learning. Specifically we use a Graph Neural Network and Principal Neighbour- hood Aggregation to analyse the graph structure to predict the toxicity of a match. We also discuss the subjectivity behind the term toxicity and why the process of only analysing in-game messages with current state-of-the-art NLP methods isn’t capable to infer if a match is perceived as toxic or not.

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Author:Patrick SchrottenbacherORCiD
URN:urn:nbn:de:hebis:30:3-816761
Place of publication:Frankfurt am Main
Document Type:Bachelor Thesis
Language:English
Date of Publication (online):2024/01/10
Year of first Publication:2023
Publishing Institution:Universitätsbibliothek Johann Christian Senckenberg
Granting Institution:Johann Wolfgang Goethe-Universität
Release Date:2024/04/29
Tag:Classification; Graph Neural Networks; Toxicity
Page Number:35
HeBIS-PPN:51765251X
Institutes:Informatik und Mathematik
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Sammlungen:Universitätspublikationen
Licence (German):License LogoCreative Commons - Namensnennung-Keine kommerzielle Nutzung-Weitergabe unter gleichen Bedingungen 4.0