Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends

annif.suggestionsdigital games|online games|computer games|players (non-music)|role-playing games|playing (games and sports)|game research|video games|game characters|football|enen
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p22610|http://www.yso.fi/onto/yso/p3453|http://www.yso.fi/onto/yso/p14484|http://www.yso.fi/onto/yso/p4295|http://www.yso.fi/onto/yso/p14483|http://www.yso.fi/onto/yso/p21187|http://www.yso.fi/onto/yso/p17281|http://www.yso.fi/onto/yso/p25195|http://www.yso.fi/onto/yso/p6409en
dc.contributor.authorŞengün, Sercan
dc.contributor.authorSantos, Joao M.
dc.contributor.authorSalminen, Joni
dc.contributor.authorJung, Soon-gyo
dc.contributor.authorJansen, Bernard J.
dc.contributor.departmentDigital Economy-
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.orcidhttps://orcid.org/0000-0003-3230-0561-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2022-03-29T09:37:25Z
dc.date.accessioned2025-06-25T13:28:02Z
dc.date.available2024-02-07T23:00:05Z
dc.date.issued2022-02-07
dc.description.abstractWe investigate how the Proteus effect, which is players changing their way of communication based on characters with which they play, is associated with players’ champion usage in the popular online game League of Legends, where champions are the characters that the players control. First, we create two sets of variables: (a) objective champion characteristics based on information from the game developer, which we further enrich by semiotic coding, and (b) subjective champion characteristics based on crowdsourced opinions about the champions. Then, we analyze 13.6 million in-game chat messages to measure whether the players’ vocality (character counts of messages), valence (negative versus positive scores of language use), and toxicity (frequency of toxic word usage) change depending on the characteristics of the champions they employ. We find that champions’ body type, role, and gender are associated with players’ higher vocality, toxicity, and negative valence. We also find that the players’ communication significantly changes in toxicity and valence when they play using different champions. We discuss our methodology and results in detail and propose design directions and other implications based on them.-
dc.description.notification©2022 Elsevier. This manuscript version is made available under the Creative Commons Attribution–NonCommercial–NoDerivatives 4.0 International (CC BY–NC–ND 4.0) license, https://creativecommons.org/licenses/by-nc-nd/4.0/-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.embargo.lift2024-02-07
dc.embargo.terms2024-02-07
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.identifier.olddbid15732
dc.identifier.oldhandle10024/13741
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/2152
dc.identifier.urnURN:NBN:fi-fe2022032925853-
dc.language.isoeng-
dc.publisherElsevier-
dc.relation.doi10.1016/j.techfore.2022.121556-
dc.relation.ispartofjournalTechnological Forecasting and Social Change-
dc.relation.issn1873-5509-
dc.relation.issn0040-1625-
dc.relation.urlhttps://doi.org/10.1016/j.techfore.2022.121556-
dc.relation.volume177-
dc.rightsCC BY-NC-ND 4.0-
dc.source.identifierScopus:85124099567-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/13741
dc.subjectGames-
dc.subjectLeague of Legends-
dc.subjectProteus effect-
dc.subjectToxicity-
dc.subjectValence-
dc.subjectVocality-
dc.subject.disciplinefi=Markkinointi|en=Marketing|-
dc.titleDo players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends-
dc.type.okmfi=A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä|en=A1 Peer-reviewed original journal article|sv=A1 Originalartikel i en vetenskaplig tidskrift|-
dc.type.publicationarticle-
dc.type.versionacceptedVersion-

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