Researching How to Influence Player Behavior: What is Fun, What is Dangerous, and What is the Point?

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Date

2025-05-28

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Virginia Tech

Abstract

This case study delves into research and influence of game developers on player behavior, specifically for online gaming communities. Focusing on Riot Games and their League of Legends platform, the case examines the means by which behavioral data and psychological insights are leveraged to manage toxicity and promote positive player interactions. Riot's player behavior team includes social scientists, data analysts, and UX designers who create systems like "Honor" rewards and chat moderation features. These treatments are tuned by large-scale tests and player feedback to observe what motivates players to collaborate or attack. The case raises tough ethical questions about boundaries of behavior design: When do influentials cross over into manipulation? Do game makers have a responsibility to control player behavior, and if so, how far? The implications of employing behavioral economics and psychology-based behavior-shaping strategies for entertainment are also covered. Riot's action raises concerns about algorithmic governance, consent, and surveillance in online spaces, even though it has been welcomed as a means of reducing verbal abuse. Students should consider how design shapes online culture, how community security and player freedom clash, and how game platforms mirror more general concerns about ethical technology design and digital citizenship.

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Keywords

Gaming Culture, Behavior Design, Ethics of Influence

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