SHAPING BEHAVIOR IN ONLINE GAMES JEFFREY LYTE LIN | LEAD SOCIAL - - PowerPoint PPT Presentation

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SHAPING BEHAVIOR IN ONLINE GAMES JEFFREY LYTE LIN | LEAD SOCIAL - - PowerPoint PPT Presentation

THE SCIENCE BEHIND SHAPING BEHAVIOR IN ONLINE GAMES JEFFREY LYTE LIN | LEAD SOCIAL SYSTEMS DESIGNER SPECIAL THANKS TO THE RIOT GAMES PLAYER BEHAVIOR TEAM HEADS UP YOU WILL SEE INAPPROPRIATE LANGUAGE IN THIS TALK WE USED TO BELIEVE TOXIC


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THE SCIENCE BEHIND

JEFFREY “LYTE” LIN | LEAD SOCIAL SYSTEMS DESIGNER

SHAPING BEHAVIOR IN ONLINE GAMES

SPECIAL THANKS TO THE RIOT GAMES PLAYER BEHAVIOR TEAM

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HEADS UP

YOU WILL SEE INAPPROPRIATE LANGUAGE IN THIS TALK

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WE USED TO BELIEVE TOXIC BEHAVIOR

AND ONLINE GAMING WENT HAND-IN-HAND

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SPECIALISTS

JEFF “LYTE” LIN LEAD DESIGNER PHD – COGNITIVE NEUROSCIENCE DAVIN “DAVIN” PAVLAS PLAYER RESEARCHER PHD – HUMANS FACTORS PSYCHOLOGY PHD – BRAIN & COGNITIVE SCIENCES RENJIE “STINKYTOFU” LI LEAD STATISTICIAN

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THE TEAM

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ANALYZING THE PLAYER BEHAVIOR PROBLEM

TOXIC PLAYERS

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ANALYZING THE PLAYER BEHAVIOR PROBLEM

TOXIC PLAYERS NORMAL PLAYERS

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ANALYZING THE PLAYER BEHAVIOR PROBLEM

TOXIC PLAYERS NORMAL PLAYERS

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IF WE REMOVE ALL TOXIC PLAYERS FROM THE GAME,

DO WE SOLVE THE PLAYER BEHAVIOR PROBLEM?

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NO.

IF WE REMOVE ALL TOXIC PLAYERS FROM THE GAME,

DO WE SOLVE THE PLAYER BEHAVIOR PROBLEM?

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PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5 PLAYER 7 PLAYER 8 PLAYER 6 PLAYER 9 PLAYER 10

ANALYZING THE PLAYER BEHAVIOR PROBLEM

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PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5 PLAYER 7 PLAYER 8 PLAYER 6 PLAYER 9 PLAYER 10

ANALYZING THE PLAYER BEHAVIOR PROBLEM

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PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5

ANALYZING THE PLAYER BEHAVIOR PROBLEM

PLAYER 7 PLAYER 8 PLAYER 6 PLAYER 9 PLAYER 10

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PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5

ANALYZING THE PLAYER BEHAVIOR PROBLEM

PLAYER 7 PLAYER 8 PLAYER 6 PLAYER 9 PLAYER 10

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PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 PLAYER 5

ANALYZING THE PLAYER BEHAVIOR PROBLEM

PLAYER 7 PLAYER 8 PLAYER 6 PLAYER 9 PLAYER 10

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MANY GAMES SEEM TOXIC BECAUSE AT LEAST ONE PLAYER’S HAVING HIS/HER BAD DAY ANALYZING THE PLAYER BEHAVIOR PROBLEM

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HOW DO WE PREVENT PLAYERS FROM FLIPPING TABLES BECAUSE OF CONTEXT?

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THE CROSS-TEAM CHAT

EXPERIMENT

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MAKING CROSS-TEAM CHAT

AN OPT-IN PROCESS

CAN IMPROVE PLAYER BEHAVIOR

HYPOTHESIS

CORE PILLAR

1

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SLIDE 22
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CROSS-TEAM EXPERIMENT RESULTS

CHAT LOG ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER

46% of games had no [all] chat 81.7% were negative 9.6% were neutral 8.7% were positive

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CROSS-TEAM EXPERIMENT RESULTS

CHAT LOG ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER

46% of games had no [all] chat 81.7% were negative 9.6% were neutral 8.7% were positive

  • 32.7% negative chat
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CROSS-TEAM EXPERIMENT RESULTS

CHAT LOG ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER

46% of games had no [all] chat 81.7% were negative 9.6% were neutral 8.7% were positive

  • 32.7% negative chat
  • 1.9% neutral chat
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CROSS-TEAM EXPERIMENT RESULTS

CHAT LOG ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER

46% of games had no [all] chat 81.7% were negative 9.6% were neutral 8.7% were positive

  • 32.7% negative chat
  • 1.9% neutral chat

+34.5% positive chat

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CROSS-TEAM EXPERIMENT RESULTS

CHAT LOG ANALYSIS ONE WEEK BEFORE ONE WEEK AFTER

46% of games had no [all] chat 81.7% were negative 9.6% were neutral 8.7% were positive 47% of games had no [all] chat

  • 32.7% negative chat
  • 1.9% neutral chat

+34.5% positive chat

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  • 17%

in Offensive Language

  • n Summoner’s Rift
  • 12%

in Verbal Abuse

  • n Summoner’s Rift
  • 6%

in Negative Attitude

  • n Summoner’s Rift

REPORTS PER ACTIVE PLAYER

*REPORT DATA FROM 5/1/2012 TO 9/1/2012

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DEFAULT CHAT OFF TAKEAWAYS

  • A small change can have a large impact
  • Shielding players from toxic behavior can also

reduce the frequency of the behavior

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THE TRIBUNAL

EXPERIMENT

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HYPOTHESIS

ENGAGING OUR COMMUNITY TO MANAGE

THEIR OWN BEHAVIOR CAN BE AN

EFFECTIVE APPROACH IN FIGHTING TOXIC BEHAVIOR

CORE PILLAR

2

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REFORMED PLAYERS

280K+

VOTES

105MM+

THE TRIBUNAL

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HOW ACCURATE IS THE TRIBUNAL?

EXAMPLE: MODERATE TOXICITY

QUALIFIED FOR AN E-MAIL WARNING

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HOW ACCURATE IS THE TRIBUNAL?

EXAMPLE: SEVERE TOXICITY

QUALIFIED FOR A LONG-TIME BAN

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HOW ACCURATE IS THE TRIBUNAL?

EXAMPLE: PARDONED RECEIVED NO PUNISHMENT

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HOW ACCURATE IS THE TRIBUNAL?

PLAYERS KNEW THEY WERE BANNED…BUT NOT WHY

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WE KNOW SPEED AND CLARITY OF FEEDBACK PLAY CRITICAL ROLES IN SHAPING BEHAVIOR

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THE FEEDBACK LOOP

EXPERIMENT

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HYPOTHESIS

SHOWING BANNED PLAYERS EXACTLY

WHY THEY WERE BANNED

CAN IMPROVE REFORM RATES

CORE PILLAR

2

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TRIBUNAL REFORM CARDS

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3-DAY BAN 7-DAY BAN 14-DAY BAN

TRIBUNAL REFORM CARDS

WARNING

INCREASE IN REPORTS DECREASE IN REPORTS

*REPORT DATA FROM 5/19/2012 TO 8/19/2012

PRE REFORM CARD

% CHANGE IN REPORTS PER GAME AFTER A PUNISHMENT

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3-DAY BAN 7-DAY BAN 14-DAY BAN

TRIBUNAL REFORM CARDS

WARNING

4% 13.2% 2.8% 11.2%

INCREASE IN REPORTS DECREASE IN REPORTS

*REPORT DATA FROM 5/19/2012 TO 8/19/2012

PRE REFORM CARD POST REFORM CARD

% CHANGE IN REPORTS PER GAME AFTER A PUNISHMENT

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SUMMONER 1:

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SUMMONER 1:

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After going through the Tribunal cases I feel disgusted by the way I act and it makes me ashamed that I would continually criticize others and rage. League of Legends hasn’t been just a hobby, but is now a learning tool for me to see the error of my ways. I will try my hardest to improve my behavior and become a well-mannered Summoner.

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This is the first time someone told me that you should not say the “N” word online.

I am sorry and I will never say it again.

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I’m really sorry for contacting you this way but I really don’t know what to do. The language I saw myself using is not language I even use and my attitude towards players was shocking. What I saw wasn’t me. Maybe give me a little guidance or help. I am actually the polar opposite of what my chat logs showed.

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IS IT OUR RESPONSIBILITY

TO HELP THESE PLAYERS?

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YES.

IS IT OUR RESPONSIBILITY

TO HELP THESE PLAYERS?

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TRIBUNAL TAKEAWAYS

  • [Tribunal] A vast majority of the gaming community find toxic

behavior disgusting. Providing tools can change a culture.

  • [Reform Cards] By showing toxic players peer feedback and

promoting discussion among the community, players reformed.

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THE OPTIMUS

EXPERIMENT

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PRIMING

prim·ing (prmng)n.

a memory effect where exposure to a stimulus can affect later behavior THE PSYCHOLOGY OF PRIMING

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A brief glimpse of

RED

before achievement tasks can impair performance by ~20%

(Elliot et al., 2007)

THE PSYCHOLOGY OF PRIMING

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Doing a task with words related to

ELDERLY

can influence your walking speed leaving the room

(Bargh et al., 1996)

THE PSYCHOLOGY OF PRIMING

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HYPOTHESIS

PRIMING CAN SHAPE

ONLINE BEHAVIOR

CORE PILLAR

3

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EXPERIMENTAL DESIGN

“Nautilus’ /joke makes him swim through air. He’s weird like that.”

OPTIMUS PRIME

CATEGORY 1: FUN FACTS

C1

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EXPERIMENTAL DESIGN

“Players perform better if you give them constructive feedback after a mistake.”

OPTIMUS PRIME

CATEGORY 2: POSITIVE BEHAVIOR

C1 C2

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EXPERIMENTAL DESIGN

“Players who verbally abuse their teammates lose 16% more games.”

OPTIMUS PRIME

CATEGORY 3: NEGATIVE BEHAVIOR

C1 C2 C3

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EXPERIMENTAL DESIGN

“Who will be the most sportsmanlike player in this game?”

OPTIMUS PRIME

CATEGORY 4: SELF-REFLECTION

C1 C2 C3 C4

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EXPERIMENTAL DESIGN

“Hold down the ALT key while casting an ability to cast it on yourself.”

OPTIMUS PRIME

CATEGORY 5: GAMEPLAY TIPS

C1 C2 C3 C4 C5

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

FONT COLORS

C1 C2 C3 C4 C5 F1

Font Color 1 | Red Potentially promotes error-avoidance or criticality

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

FONT COLORS

C1 C2 C3 C4 C5 F1 F2

Font Color 1 | Red Font Color 2 | Blue Potentially promotes creativity

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

FONT COLORS

C1 C2 C3 C4 C5 F1 F2 F3

Font Color 1 | Red Font Color 2 | Blue Font Color 3 | White (Control)

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

LOCATIONS

C1 C2 C3 C4 C5 F1 F2 F3

LOCATION 1: Loading Screen

L1

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

LOCATIONS

C1 C2 C3 C4 C5 F1 F2 F3

LOCATION 1: Loading Screen LOCATION 2: In-Game

L1 L2

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

LOCATIONS

C1 C2 C3 C4 C5 F1 F2 F3

LOCATION 1: Loading Screen LOCATION 2: In-Game LOCATION 3: Both

L1 L2 L3

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

LOCATIONS

C1 C2 C3 C4 C5 F1 F2 F3

LOCATION 1: Loading Screen LOCATION 2: In-Game LOCATION 3: Both LOCATION 4: None (Control)

L1 L2 L3 L4

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EXPERIMENTAL DESIGN

OPTIMUS PRIME

COMPLETE EXPERIMENTAL DESIGN:

C1 C2 C3 C4 C5 F1 F2 F3

24 TIPS ACROSS 5 CATEGORIES 3 FONT COLORS 3 LOCATIONS + 1 OVERALL CONTROL

217 UNIQUE CONDITIONS

L1 L2 L3 L4

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EVERY GAME OF LEAGUE OF LEGENDS GOT A RANDOM TIP, LOCATION & FONT COLOR

(10% OF GAMES GOT NOTHING TO ACT AS CONTROLS)

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FOR THE FIRST TIME, WE’RE REVEALING SOME RESULTS FROM THIS EXPERIMENT

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OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “X% of players punished by the Tribunal improve their behavior and are never punished again” FONT: White LOCATION: Loading Screen

*Optimus data from 11/2012

6.35% 5.89% 4.11%

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HOW DO FONT COLORS INTERACT WITH TIP CATEGORIES?

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OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “Teammates perform worse if you harass them after a mistake.” FONT: Red LOCATION: Loading Screen

8.34% 6.22% 11.00%

*Optimus data from 11/2012

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OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “Teammates perform worse if you harass them after a mistake.” FONT: White LOCATION: Loading Screen

0.55% 2.48% 1.28%

*Optimus data from 11/2012

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5.13% 3.64% 6.22%

OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “Players who cooperate with their teammates win X% more games.” FONT: Blue LOCATION: Loading Screen

*Optimus data from 11/2012

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OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “Players who cooperate with their teammates win X% more games.” FONT: Red LOCATION: Loading Screen

0.39% 1.02% 0.45%

*Optimus data from 11/2012

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OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “Who will be the most sportsmanlike player in the game?” FONT: Red LOCATION: Loading screen

*Optimus data from 11/2012

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OPTIMUS PRIME RESULTS

INCREASE DECREASE

COMPARED TO CONTROL GAMES

TIP: “Who will be the most sportsmanlike player in the game?” FONT: Red LOCATION: Loading screen

14.86% 8.64% 15.15% 5.70%

*Optimus data from 11/2012

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AS A SCIENTIST, THIS WAS AN

[EPIC] EXPERIMENT

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[Q1] How do priming effects change over time? [Q2] For each country, what were the most effective categories? [Q3] Does priming only work on players of a certain skill range? [Q4] Does priming affect different cultures in different ways? [Q5] Are there gender differences?

RESEARCH QUESTIONS

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OPTIMUS TAKEAWAYS

  • Nearly every video game uses in-game tips.
  • Combining gameplay tips with priming unlocked huge potential

and had a significant impact on player behavior.

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TAKE CARE NOT TO DAMAGE PLAYER EXPERIENCE IN THE NAME OF SCIENCE

BUT REMEMBER:

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WRAP-UP

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[PILLAR 1] Shield players from the impact of toxic behaviors

WRAP-UP

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WRAP-UP

[PILLAR 1] Shield players from the impact of toxic behaviors [PILLAR 2] Reform or remove toxic players

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WRAP-UP

[PILLAR 1] Shield players from the impact of toxic behaviors [PILLAR 2] Reform or remove toxic players [PILLAR 3] Create a culture of sportsmanship

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WRAP-UP

[PILLAR 1] Shield players from the impact of toxic behaviors [PILLAR 2] Reform or remove toxic players [PILLAR 3] Create a culture of sportsmanship [PILLAR 4] Reinforce positive behaviors

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WRAP-UP

[PILLAR 1] Shield players from the impact of toxic behaviors [PILLAR 2] Reform or remove toxic players [PILLAR 3] Create a culture of sportsmanship [PILLAR 4] Reinforce positive behaviors [PILLAR 5] Create better match chemistry

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WE WANT

LEAGUE OF LEGENDS

TO HAVE THE IN CORE COMPETITIVE GAMES

MOST SPORTSMANLIKE COMMUNITY

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As an industry, we can make a difference in online behavior. Come make a difference with us.

JEFFREY “LYTE” LIN LEAD SOCIAL SYSTEMS DESIGNER

jlin@riotgames.com | @RiotLyte

WWW.RIOTGAMES.COM/CAREERS