League of Legends

How toxic has the League community really become? A study

LeagueofLegends13 - How toxic has the League community really become? A study

Every once and a while, I read complaints from the community about toxicity, AFKs, inters or more generally speaking – people who behave badly in their games. Though, I've never seen anybody try to provide numbers to prove their point. So I decided to try and make a study about negative behaviour in League. I will put a TL;DR at the bottom for those who aren't interested in reading the whole thing. I'll also link the Excel chart there.


1. Introduction

I am a Platinum III player on EUW and main Katarina since the beginning of the season. I started this project in mid July and finished it midway through August. The goal was to be able to quantify negative experiences in Solo Queue that are due to other players' behaviour and try to find solutions for it.

I know that I could probably get much more out of this data than I did, but I don't think it would be worth the time, neither for me to evaluate, nor for any of you to read. I tried to focus on the (in my view) most important points. Apologies for any mistakes or repeated phrases, English isn't my first language.


2. Methods

What I did is simple: I played 100 games of Solo Queue (I didn't count other games in between, as Solo Queue is for most players the most important mode) and made a chart in Microsoft Excel, which contains columns with different types of bad behaviour. After every game, I would go through the chart and fill in a "1" if the type of bad behaviour has occured or a "0" if it hasn't. I also marked the lines of each game in green, yellow or red (if the game was good/the bad behaviour not too bad/or the game not enjoyable).After the 100 games, I just added up all the numbers in one column, so that I had the percentage of games said type of bad behaviour has occured in. I also counted how often smurfs are the ones who behaved badly and if an instant feedback report was shown after a report. Furthermore, I wrote a little program (because I was too lazy to count) that calculated the number of types bad behaviour had occured in the losing/winning team and how often multiple types of bad behaviour were shown in a single game.


3. Definitions

I used certain terms for the different types of bad behaviour:

AFK: Someone dc'ing, not moving in fountain, also deliberately moving in fountain but not doing anything else

Toxicity: Someone insulting another person, be it by using bad words or simply saying "you're bad" (saying that doesn't help the underperforming player, hence I count it as toxic)

Negative attitude: Someone wanting to give up after their first death, very early in the game or when the game is still realistically winnable

Soft inting: Not caring about the game, just mindlessly dying all the time, making the same mistake over and over again (e.g. ragesplitting, jumping in 5 people 6 times as 0/8 Rengar, etc.)

Hard inting: Someone dying on purpose to get the enemy team ahead/make the own team lose

Trolling: e.g. someone leaving lane in minute 5 as support, going full AP Janna, first timing a champ in ranked, banning a prepicked champ, etc.

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4. Results

I found out that in 59 % of my games someone behaved badly. This bad behaviour splits up onto the different categories as follows:

AFKToxicityNegative attitude
9 / 100 games40 / 100 games28 / 100 games

Soft intingHard intingTrolling
5 / 100 games1 / 100 games7 / 100 games

That means that ~67,8% of the games with bad behaviour were (at least partly) due to toxicity, 15,3% due to AFK's, 47,5% due to negative attitude, only 11,9% to Trolling, 8,5% to soft inting, and 1,7% to hard inting (The percentages add up to more than 100%, as there were games with multiple types of bad behaviour).

My teamTheir team
4626

Bad behaviour has occured 46 times in my team, which means that in ~78% of the games with bad behaving players, at least one of them was in my team, while only in ~44,1% at least one was in the enemy team. Note here that I obviously don't have access to the enemy team's chat, which means that I most likely missed cases of bad behaviour.

Bad behaviour in winning teamBad behaviour in losing team
2448

In ~40,7% of the games with bad behaviour, it has occured in the winning team, while it was experienced in the losing team to ~81,4% (of the 59 games with negative behaviour). Again, these figures add up to over 100%, as there were games with bad behaving players on both sides.

Bad behaving player a smurf?Instant feedback report?Games with multiple types of bad behaviour
19 / 59 games9 / 34 games26

As this chart shows, ~35,2% of the games with bad behaviour were at least partly due to a smurf. Also, out of 34 games after which I reported at least one player, 9 times I had an instant feedback report on my screen soon after (once I even had 2 instant feedback reports for one game, which makes 10 IFR overall), so ~26,5% of my reports were successful. Additionally, ~44,1% of the games with bad behaviour had multiple types of it occuring.

For reference: I won 54% of these 100 games, played DuoQ in 11 of the games and had to dodge once due to a champ select troll (this game is not part of the 100 games since I didn't play it).

Also, 27 of the games in the chart I marked red, which means they were not really enjoyable. 32 of the games are markes yellow, which means that there was bad behaviour, but it didn't occure too often in the game or is not so bad that you don't want to play anymore. Yellow marked games are still somewhat enjoyable. 41 of the games are marked green, so the bad behaviour occured once at maximum, mostly not at all.


5. So what? / Conclusion

So that have been an awful lot of numbers. But what do they teach us? Is there anything we can learn from that?

Well, surely there is. As I said in the beginning, the goal was not only to find out how negative Solo Queue has become, but also to find solutions to it. And by looking at the figure of e.g. toxicity, which is part of more than 2/3 of games with bad behaviour or the percentage of negative attitude, which is almost in every second negatively impacted game, we find out that the solution to the majority of the problems Solo Queue has is already there! The MUTE function!! Riot provided us with a great tool to isolate people whose opinions on the game we don't want to read, which helps us concentrate on our own gameplay. Which can only mean one thing:

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WHETHER YOU ENJOY THIS GAME OR NOT, IS MOSTLY UP TO YOURSELF!

Of course, there are still people who go AFK, feed intentionally or troll. But these behaviour are rare in comparison to the ones we can just ignore by muting people. And also, there's something else I personally have taken out of this study:

THE REPORT SYSTEM WORKS WELL OVERALL!

I know there are some examples of people going AFK for a lot of games and not getting banned, but I think we should always keep in mind that there are also much more other guys who do get banned, which we just don't see, simply because they are banned. And the amount of times I logged in and smiled, because the instant feedback report shined in my face make up for every not – banned player who impacts games in a negative way.


6. Putting things into relation

The problem with this study is (obviously) that you can't generalize what I've found out. The numbers and figures above only stand for Platinum rank on the EUW server and the number of games is at 100 also not the highest. Surely there are streaks where you have someone behaving bad every single game for 10 games straight, then again there are days where you only get nice people in your games and it probably is different from region to region and elo to elo. But I think the study can give us an idea about the state of the community overall.


7. TL;DR and link to the Excel chart

view?usp=sharing - How toxic has the League community really become? A study


Here's the link to the Excel chart via Google Docs

TL;DR:

I found out that in 59% of my 100 Solo Queue games at least one player was behaving badly. Most of that bad behaviour though is toxicity and negative attitude, which we can ignore by using the mute function. If we enjoy this game or not is therefore mostly in our own hands. Also, I got instant feedback reports surprisingly often, so the system works better than some players think.

Source: Original link


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