Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a distributed survey (n = 98) and follow-up interviews (n = 19), we explored the value players place on reporting, their desired outcomes, and their expectations that these outcomes will be achieved. Our findings revealed that reporting is motivated by both altruistic and retributive factors, with players seeking short-term revenge while also looking to foster an improved long-term community. Yet, players felt that reporting may not always meet these goals, with belief in the system being mediated by factors such as developer reputation, reporting transparency, and alignment with the community. By understanding the value and expectancy of reporting systems, we discuss their implications on broader digital moderation and consider current and potential future designs of reporting systems.
翻译:在多人在线视频游戏中,举报系统允许玩家表达对其他玩家的不满,并抵制游戏内的有害行为。本研究基于期望-价值理论,对举报行为进行了审视。通过分布式问卷调查(n=98)和后续访谈(n=19),我们探讨了玩家对举报赋予的价值、他们期望达成的结果,以及对这些结果能否实现的预期。研究结果表明,举报的动机兼具利他与报复因素——玩家既寻求短期报复,也期望促进长期社区改善。然而,玩家认为举报系统并非总能实现这些目标,对系统的信任程度受到开发者声誉、举报透明度及社区共识等因素的调节。通过理解举报系统的价值与期望,我们讨论了其对更广泛的数字内容审核体系的启示,并思考了举报系统当前及未来的潜在设计方向。