{"created":"2023-05-15T10:55:03.683323+00:00","id":662,"links":{},"metadata":{"_buckets":{"deposit":"393db1a6-c73c-4467-bc46-ccfebed753dd"},"_deposit":{"created_by":5,"id":"662","owners":[5],"pid":{"revision_id":0,"type":"depid","value":"662"},"status":"published"},"_oai":{"id":"oai:ipu.repo.nii.ac.jp:00000662","sets":["9:10:50"]},"author_link":[],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2020-02-15","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"74","bibliographicPageStart":"65","bibliographicVolumeNumber":"15","bibliographic_titles":[{"bibliographic_title":"環太平洋大学研究紀要","bibliographic_titleLang":"ja"},{"bibliographic_title":"BULLETIN OF INTERNATIONAL PACIFIC UNIVERSITY","bibliographic_titleLang":"en"}]}]},"item_10002_description_26":{"attribute_name":"抄録(別言語)","attribute_value_mlt":[{"subitem_description":"本論文では,勝敗が重要なオンラインゲーム2種のプレイヤー(ゲーマー)のチャットログ, 主に毒性のある行為や侮蔑語の分析を行う。オンラインゲームは,この二つのゲーム(Defense of the Ancient 2,あるいはDoTA2とLeague of Legends,あるいはLoL)だけではなくますます人気を得て,大衆文化の一部になっている:LoLは2019年に最もプレイされたPCゲームと称された。プロのレベルになる場合は,これらのゲームはe-sportと呼ばれ,トーナメントがあり賞金も普通のスポーツ並みである。だが,オンラインゲームは書き言葉でも話し言葉でも,常にプレイヤーは毒性のある行為を行ったり受けたりする可能性がある。そのマイナス面に対して,LoLや多くのゲームに はフィルタリングシステムを発展させて運用してきた。しかし,フィルタリングシステムではプレイヤーの対応は変えるが,ゲーム内の毒性は変わらない。その仮定を証明するため,筆者は各ゲーム (フィルタリングシステムが無いDoTA2とフィルタリングシステムがあるLoL)を25戦記録してプレイヤーのチャットログを分析した。分析したチャットログから異なる言葉の回数や割合,またゲーミングに関するキーワードを比べた。結果,二つのゲームのプレイヤーのチャットログには大きな違いがあることが分かった:DoTA2のプレイヤーは主にニュートラルで短い言葉を使い,LoLのプレイヤーはより感情的な言葉や極端な用語を使用する。二つのゲームにおいて侮蔑語はほぼ同じ回数使われていたが,LoLプレイヤーはフィルタされないように,新しい侮蔑語を使う傾向がある。結論として,フィルタリングシステムは毒性を止められず,逆効果になり,プレイヤーの抵抗感を発生させ, プレイヤー側からより激しい言表を招くことになると考えられる。 ","subitem_description_language":"ja","subitem_description_type":"Other"}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"In this paper, we analyze the verbal behavior of players of two prominent competitive multi-player online games, Defense of the Ancient 2 (DoTA2) and League of Legends (LoL), focusing on the usage of derogatory terms and toxic behavior. With rising popularity of online games, they are becoming a part of mass culture; League of Legends being world’s most played PC game in 2019. They are considered an e-sport when played professionally, generate huge revenue and have large prize pools for tournament winners. However, online gaming is often accompanied with toxic behavior between players in a match, whether spoken or written. In order to combat the negative atmosphere, a filtering system for derogatory terms was implemented in League of Legends. We argue that the filtering system affects the way players interact in the game, but does not necessarily make them less toxic to each other. We explored this hypothesis by analyzing the chat corpus of 25 recorded matches from DoTA2 without the filtering system, and 25 matches of LoL with one. The transcribed chats were analyzed and compared by examining word frequency and extracting keywords related to gaming. We found that players talk to each other in a significantly different manner in both games, using more neutral and short terms in DoTA2 and more emotional and extreme terms in LoL. They use an equal amount of derogatory terms, but in League of Legends players tend to use more creative and elaborate curse words in order to avoid being filtered. We concluded that the filtering system failed to prevent toxicity, and may even have caused resistance in the players, contributing to more extreme choices of derogatory terms.","subitem_description_language":"en","subitem_description_type":"Abstract"}]},"item_10002_identifier_registration":{"attribute_name":"ID登録","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.24767/00000649","subitem_identifier_reg_type":"JaLC"}]},"item_10002_publisher_24":{"attribute_name":"出版者(英)","attribute_value_mlt":[{"subitem_publisher":"BULLETIN OF INTERNATIONAL PACIFIC UNIVERSITY","subitem_publisher_language":"en"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"環太平洋大学研究紀要","subitem_publisher_language":"ja"}]},"item_10002_source_id_11":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1230704X","subitem_source_identifier_type":"NCID"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-479X","subitem_source_identifier_type":"ISSN"}]},"item_10002_subject_21":{"attribute_name":"日本十進分類法","attribute_value_mlt":[{"subitem_subject":"790","subitem_subject_scheme":"NDC"},{"subitem_subject":"809","subitem_subject_scheme":"NDC"}]},"item_10002_version_type_20":{"attribute_name":"著者版フラグ","attribute_value_mlt":[{"subitem_version_resource":"http://purl.org/coar/version/c_970fb48d4fbd8a85","subitem_version_type":"VoR"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"トゥン, チャン・タイン","creatorNameLang":"ja"},{"creatorName":"トゥン, チャン・タイン","creatorNameLang":"ja-Kana"}]},{"creatorNames":[{"creatorName":"リブレニャク, サラ","creatorNameLang":"ja"},{"creatorName":"リブレニャク, サラ","creatorNameLang":"ja-Kana"}]},{"creatorNames":[{"creatorName":"TUNG, Tran Thanh","creatorNameLang":"en"}]},{"creatorNames":[{"creatorName":"LIBRENJAK, Sara","creatorNameLang":"en"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2020-03-26"}],"displaytype":"detail","filename":"008チャンタイントゥン_15号.pdf","filesize":[{"value":"2.5 MB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"008チャンタイントゥン_15号","url":"https://ipu.repo.nii.ac.jp/record/662/files/008チャンタイントゥン_15号.pdf"},"version_id":"ae1d9896-500b-49e2-8ead-13b64b421e29"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"online gaming","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject_scheme":"Other"},{"subitem_subject":"MOBA","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject_scheme":"Other"},{"subitem_subject":"gaming culture","subitem_subject_scheme":"Other"},{"subitem_subject_scheme":"Other"},{"subitem_subject":"toxicity","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject_scheme":"Other"},{"subitem_subject":"sociolinguistics","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject_scheme":"Other"},{"subitem_subject":"corpus analysis","subitem_subject_language":"en","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"eng"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"Analysis of derogative terms usage and toxicity in conversation between players ― Comparison of League of Legends and DoTA2 ―","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Analysis of derogative terms usage and toxicity in conversation between players ― Comparison of League of Legends and DoTA2 ―","subitem_title_language":"en"},{"subitem_title":"オンラインゲームにおける侮蔑語と毒性の分析 ― League of Legends とDoTA2の比較 ―","subitem_title_language":"ja"}]},"item_type_id":"10002","owner":"5","path":["50"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2020-03-26"},"publish_date":"2020-03-26","publish_status":"0","recid":"662","relation_version_is_last":true,"title":["Analysis of derogative terms usage and toxicity in conversation between players ― Comparison of League of Legends and DoTA2 ―"],"weko_creator_id":"5","weko_shared_id":-1},"updated":"2023-09-17T03:50:52.382767+00:00"}