Ranked Play and Positive Systems

DESIGNING FOR DIGITAL THRIVING IN ONLINE GAMING ENVIRONMENT

OPENIDEO’S DESIGN CHALLENGE

In the fall of 2022, OpenIDEO hosted a design challenge on digital thriving, with co-sponsors including Riot Games, Fair Play Alliance, Sesame Workshops, and IDEO. Our Informatics class at the University of California Irvine used OpenIDEO’s design question as our inspiration for UX research & design:

“How might we design healthy, inclusive digital spaces that enable individuals and communities to thrive?”
Challenge Theme 1
Welcoming and Supporting Underrepresented Voices
Challenge Theme 2
Fostering Healthy and Resilient Digital Space
Challenge Theme 3
Building a Digital Future for Youth, Kids, and Families

PROJECT OVERVIEW

Scroll down to explore how our team used UX research and design methods to iteratively explore the design challenge. Throughout, our team used the Design Thinking Process to create a third-party application with the goal of rewarding players who consistently communicate positively in games. It can be added to team-based, online multiplayer games by game developers, or run concurrently as a stand-alone application. The application runs a sentiment analysis on the user's recorded communication at the conclusion of each match. An honor score and honor points are then given to the user based on the results of that sentiment analysis. This system can incentivize gamers to support less experienced players and create a collaborative environment for all to play.

About the Project

Team Members

  • Di-Yun Cheng (myself)
  • Conor Timothy Murphy
  • Victoria Winn
  • Chase Katsuji Hashimoto
  • Gurpreet Singh
  • Doyun Kim

Project Duration

  • January - March 2023 (3 Months)

Tools Used

  • Miro, Google Workspace, Figma, Google Meet, Zoom, Storyset

THE CURRENT CONTEXT

Currently, many gamers play online games as a way to cope with their stress, socialize with friends, or simply enjoy the gaming experience. However, the growth of toxicity in games has been an underlying problem that many gamers have faced in an online competitive gaming environment, causing them to be frustrated, furious, and irritated. These "antisocial actions" known under the broader category of "disruptive behavior and harmful conduct", are so embedded in gaming culture that many gamers believe it's impossible to find a solution. Although there is no one magical solution to this critical problem in the gaming world, our team wants to help gamers digitally thrive by reducing the occurrence of antisocial actions in games.

OUR VISION FOR IMPACT

When competitive players are playing team-based multiplayer games, we want to support them in collaborating with their teams. Specifically, we want them to feel safe and empowered to queue for games knowing that they are more likely to have a positive, collaborative experience. This can help them meet their goals of belonging to a community and improving their own gameplay.  Our vision:

"We aim to design a system used by game developers to support players in experiencing collaborative and positive matches in multiplayer, competitive video games."

We aim to design a system that goes beyond pure censorship or pure rewards. We want it to be multi-faceted and customizable to many types of games within the multiplayer, team-based, competitive genre. Specifically, we are designing for Theme 2: Fostering Healthy and Resilient Digital Spaces.

OUR UX Methods

Using the Design Thinking Process, our team conducted our UX research & design with methods including Semi-Structured Interviews, Affinity Diagramming, Storyboarding, Thematic Analysis, Wireframing, Prototype Testing, and many more.
UX methods used

OUR DESIGN QUESTION

Our team cares deeply about collaborative, gaming environments because of the frequent use of antisocial or hostile communication in online, ranked matches. And so we wondered:

"How Might We develop a system that rewards collaboration amongst gamers in online ranked play and reduces antisocial actions?"

OUR DESIGN SPACE

We used affinity diagramming techniques to iteratively brainstorm our design space. We chose to focus on the 5 W's (Who, What, When, Where, Why) of the design space.
The design space of our project

OUR CORE STAKEHOLDERS

Through iterative rounds of research, we identified 3 core stakeholders in our design space: Streaming Gamer, Personal Identities, and Game Developer.
Streaming Gamer Image
We decided to choose streaming gamers as one of the stakeholder groups because they typically have a degree of influence on their viewers and other players. We believe if we are able to spread positivity through the gaming entertainment industry, it would have a positive impact on the overall gaming community.
Personal Identities Image
We chose Personal Identities as one of the stakeholder groups because we believe minority races, women, and LGBTQIA+ players are targeted with more hostile communication than other players. As one of our core stakeholders, our group aims to welcome and support them into the gaming community.
Game Developer Image
We chose Game Developers as one of the stakeholder groups because they are the ones that are responsible for producing games. Their impact on the gaming industry is significant and it is important for our group to consider what we can produce to convince and support game developers in designing for digital thriving.

SECONDARY RESEARCH

We needed to learn about what causes disruptive behaviors in competitive gaming spaces. We researched the effects of collaboration in gaming and the rising prevalence of toxicity in gaming. We learned different gamers' goals and constant exposure to disruptive behaviors are factors that influence toxicity in competitive gaming spaces.

Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork

A main takeaway we had from this article was the concept that optimal collaboration may be interfered with by individual goals. Although many matchmade teams have a collective goal of winning a match, the individual players may have differing ideas of how to get there which can result in a "sub-optimal" collective outcome.

Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming

A main takeaway we had from this article was that being exposed to toxic behaviors leads to the acceptance of toxic behaviors. This ultimately causes a cycle where multiple being toxic in an online community creates this idea that being toxic is okay which causes more and more people to continue being toxic.

Kids Will Find a Way: The Benefit of Social Video Games

A main takeaway we had from this article was that multiplayer games can encourage players to work together, build trust, and develop social skills. Although there is a negative stigma that surrounds competitive multiplayer games, it is a space that can provide benefits to its players.

PILOT OBSERVATIONS & INTERVIEWS

We conducted both semi-structured interviews and user observations in order to collect quantitative data and better understand toxicity in game.

One challenge we had during this process is we don’t know where to start. We were unsure of how to conduct user observations and interviews to achieve our goal of understanding disruptive behaviors in the game. However, we overcame this problem by constructing interview protocols and user observation protocols iteratively based on the feedback given by our instructors.
We conducted 2 user observations using online game streaming platforms such as Twitch and Youtube. We observed ranked games of Counter-Strike: Global Offensive and Call of Duty: Modern Warfare 2 specifically looking for team communication, player attitudes, and player performances.
We recruited 2 participants through colleagues and conducted semi-structured interviews using Zoom or in person. We asked questions related to toxicity in order to understand what triggers disruptive behaviors in games.

PILOT DATA ANALYSIS:
THEMATIC ANALYSIS

We analyzed our observations and interview data using thematic analysis. We found that there were different types of disruptive behaviors, such as sexist, demeaning, or racist comments. We learned the frequency at which a player receives comments depend on the player's experience, skill level, and the opponent's level of competition.

Some themes we found were:

POINTS-OF-PAIN SCENARIO

Using our thematic analysis and research, we created a points-of-pain scenario that encompasses a typical experience in a ranked game.

In this scenario, Bob, a 19-years old aspiring pro player, decides to join an online ranked match in order to improve his own gameplay skills. When he ends up making mistakes, instead of encouragement or constructive criticism, his teammates curse and berate him. Bob exits the game mid-match and is left frustrated, depressed, and unconfident in himself.

With this scenario, we're able to focus on the emotions our players may feel to help us understand where our prototype should help make an impact.

PRIMARY RESEARCH:
SEMI-STRUCTURED INTERVIEWS WITH STAKEHOLDERS

We iterated on our pilot research in order to better understand the different stakeholders of our design space. We wondered what types of groups encounter toxicity. One challenge we had recruiting streamer gamers in addition to our stakeholder groups -- personal identities and gaming developers. Next time, we will better research candidates through either our social networks, LinkedIn, or recruiting at gaming centers.
We recruited 6 participants through personal connections and LinkedIn. Then, we conducted semi-structured interviews using Zoom or in-person and asked questions related to toxicity (disruptive behavior) in order to understand what triggers toxicity in the game.

PRIMARY DATA ANALYSIS:
THEMATIC ANALYSIS

With the 6 semi structured interviews with stakeholders including game developers, beginning gamers, and underrepresented groups, we found that many of them liked the idea of cosmetic items as rewards, such as player skins, for being positive.

Some themes we found were:
Pilot Data Themes

STAKEHOLDER PROBLEM STATEMENTS

From our primary research, we iteratively constructed problem statements to understand our stakeholder's needs, challenges, and goals.
Streaming Gamers Problem Statements
Problem Statement for Stakeholder Group 1: Streaming Gamers
We found that this group want to have fun playing ranked games, improve their skillset, and work as a team. However, these gamers are met with disruptive behavior and harmful conduct when they make mistakes.
Personal Identites Problem Statements
Problem Statement for Stakeholder Group 2: Underrepresented Gamers
This group of gamers wants respect from other players and the ability to be themselves when gaming. However, these gamers feel ostracized from better-represented groups and have a lack of control over these toxic players in their matches.
Game Developer Problem Statements
Problem Statement for Stakeholder Group 3: Game Developers
This stakeholder needs to use their available resources to build an application to improve the gaming community and management to approve and support this development. However, a limited number of resources, an inability to find a solution, and a lack of managerial support prevent gaming developers from obtaining their core needs.

STAKEHOLDER REQUIREMENTS

From our primary research, we iteratively constructed stakeholder requirements to understand their functional and contextual requirements. Originally, we selected beginning players as our primary stakeholders but later decided to change the stakeholder to streaming gamers. We felt that this stakeholder group brought a new perspective, whereas beginning players' insights were similar to those of the underrepresented gamers. 

BRAINSTORMING DESIGN IDEAS

We used mind mapping to help brainstorm our design ideas for three different components of our design:
Types of Prototype - we brainstormed different forms a prototype can take.
Raise Awareness - we thought of different mediums that could bring attention to this issue.
Influencing behavior - we thought of different incentives and punishments that could affect a player's behavior.

CONCEPT IDEAS

As a team, using the insights from our user research, we came up with multiple ways to prevent/punish disruptive behaviors in games as well as reward positive behaviors.
Reward/Deterrent System
A system that incorporates deterrents and rewards for communication in ranked matches. For example, a player will have a number of points to receive based on their communication score (Communication score will be directly affected by what is deemed a positive and negative comment throughout the course of a match.
Text and Voice Filtration
A system that filters hostile and inappropriate language from verbal and written communication during matches. Hostile and inappropriate language will be replaced or omitted from communications if detected by an AI system.
Developer Protocol/Standards
A protocol/standard for game developers to follow that can help them design games to reduce antisocial actions. Guidelines will be created for developers to follow as well as standards they must meet in order to regulate toxicity within their games.

CONCEPT TESTING

We recruited 6 participants and conducted semi-structured interviews using Zoom and in-person sessions. We asked questions related to how our concept ideas may help our interviewees in their own gaming experiences in order to understand what are the pros and cons of each concept idea. We also want to know if there is a clear concept that is liked by the majority of interviewees.

We then conducted thematic analysis to discover themes of what is wanted from a solution that tackles disruptive behaviors in competitive gaming environments.
Concept testing themes
From our thematic analysis, some key takeaways include: 

PROTOTYPING:
STORYBOARDING

We created a storyboard and scenario to better understand how users may interact with our prototype.

In the storyboard, it shows how our system is implemented in the games and how positive and negative behaviors are detected!
You log into your favorite game.
You make a mistake and die.
One of your teammates becomes mad and send toxic comments.
This comment is detected as “negative behavior” by the AI system.
Another teammate supports and defends you.
This comment is detected as “positive behavior” by the AI system.
After the game ends, you and the supportive teammate get 50 Sportsmanship Points.
The toxic teammate received 0 points.
You are able to redeem in-game cosmetics items using Positivity Perks.
In the scenario, it shows how our main character, Amy, can interact with our product, Positivity Perks!
User scenario when using the product

PROTOTYPING:
INTERACTION FLOW DIAGRAMMING

Our group constructed a user flow diagram to better understand the effect of a user's decision when using the application.
User flow diagram
In this interaction flow diagram:

PROTOTYPING:
LOW-FIDELITY WIREFRAME

In the low-fidelity wireframe, we designed a total of 5 different pages: Login Page, Profile Page, Reward Shop Page, Community Page, and History Page.

Before we introduce the pages, there are two important features that calculate a player’s friendliness and sportsmanship.

The first one is SP points. SP points are currencies that can be earned by players based on their communication and actions in the game. Each player will be eligible to earn 50 SP points per game. However, if they are hostile to other players, their SP points will be deducted.

The other feature is Honor Percentage. The player's Honor Percentage will be calculated based on their SP points. The system will calculate the player’s average SP points earned per game and divide it by 50. For example, if a player plays 2 games and received a 50 and 45 SP in those two games, their Honor Percentage will be 95%.

Login Page

The first page is the Login Page, users are prompted to enter their account information or they can connect their account with their gaming account. They can also create an account manually.

Profile Page

In the Profile Page, user information such as their profile picture, honor percentage, SP points, and games that they have connected to their accounts are displayed. SP Points are points that can be earned by users based on their

Reward Shop Page

In the Reward Shop Page, there is a list of game cosmetics that can be purchased using the SP points the user gained from their past games. If needed, there is also a filter on top to help users filter items from a specific game.

Community Page

In the Community Page, we have a system where we help players find other players to play with. Furthermore, there is a filter on top to allow users to select the desired game. Then, a list of users will be displayed with their username, honor percentage, description, and an add friend button. The purpose of the page is to help players find others based on their game interests and honor percentage.

History Page

The History Page shows the player’s match history and instances of either supportive or hostile communication. Players will be able to learn from the past about what increases or decreases their SP points and Honor percentage.

PROTOTYPE TESTING:
POSITIVITY PERKS THEMATIC ANALYSIS

We created a user story to explain the purpose for our application and a prototype to show some common use cases. After completing our prototype interviews and thematic analysis, we identified the following themes:
Furthermore, one challenge our group had was illustrating some of the key features of the application to our interviewees. In future interviews, we would create storyboards and scenarios to support our design ideas and product features.

PROTOTYPE ITERATION

From our prototype testing, we learned that most players and developers prefer a desktop version since it will be easier for them to use while playing games. Based on this insight, we created an additional desktop version that shares the same feature as our mobile version. Furthermore, we also learned that some players prefer a resources page that can help them understand positive and negative behaviors. We decided to implement a new page to help educate our users in order to better support gamers in understanding how to tackle toxicity when it is presented to them.

Using Figma, we iterated on our design. We created a desktop homepage to start our desktop prototype by expanding upon our mobile home page prototype. We also created a resource page in our mobile application for to better educate themselves about what to do in certain scenarios or understand why certain behaviors are happening.

KEY QUESTIONS & NEXT STEPS

In our project, we aim to create a solution that effectively tackles disruptive behaviors in competitive gaming spaces by promoting positive behavior, collaboration, and inclusivity. Our design goal is to create a safe and welcoming environment for all gamers, regardless of their background or skill level. We hope that our solution will have a positive impact on the gaming community by promoting positivity and reducing the prevalence of toxic behavior. Ultimately, our vision is to create a better gaming experience for everyone. Here are our Next Steps and Key Questions.
Next Steps:
Key Questions: