Abstract
In recent years, online games have become widespread, however online games’ taunting is one of the problems to be solved. In this study, we define taunting as a non-verbal redundant operation which makes fun of other players. According to our preliminary survey, it was found that 25 out of 26 college students had experienced to be taunted by opponents of multiplayer online games. Taunted players feel discomfort and cannot keep motivation to play with the taunting players. The purpose of this study is to reduce discomfort of taunted players. In our proposed system, user’s PC detects automatically opponent’s taunting by image processing in a multiplayer game. When the system detects opponent’s taunting, the message mentioned above is shown to taunted user by notifications banner. We conducted an experiment to evaluate the proposed system. There were seven participants. Experimental results showed that our proposed system did not reduce discomfort of taunted players. The major reason was that our experimental design was not appropriate i.e. the experimenter, who was taunting, kept taunting after received warning message to increase the number of appearances of notification banner. However, in this situation, participants could not trust the proposed system.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Famitsu. https://www.famitsu.com/news/201806/11158825.html. Accessed 5 Jan 2020
PvP Game Blog. http://pvpgameblog.com/2018/01/13/post-4253/. Accessed 5 Jan 2020
Kakuge checker. https://kakuge-checker.com/topic/view/03833/. Accessed 5 Jan 2020
Fuji, K., Yoshida, F.: The influences of interaction during online gaming on sociability and aggression in real life. Jpn. J. Psychol. 80(6), 494–503 (2010)
Orengo, V., Abad, A.M.Z., Alonso, F.P., Peiro, J.M.: The influence of familiarity among group members, group atmosphere and assertiveness on uninhibited behavior through three different communication media. Comput. Hum. Behav. 16(2), 141–159 (2000)
Takahira, M., Ando, R., Sakamoto, A.: Estimation of causal effects through longitudinal study: an example of internet use and aggression. Jpn. J. Pers. 15(1), 87–102 (2006)
OpenCV library. https://opencv.org/. Accessed 26 Jan 2020
Nintendo Switch. https://www.nintendo.com/switch/. Accessed 26 Jan 2020
SEGA. http://puyo.sega.jp/PuyoPuyo_eSports/. Accessed 26 Jan 2020
Japan esports Union. https://jesu.or.jp/contents/member_list/. Accessed 26 Jan 2020
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Goto, T., Shibuya, Y. (2020). A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games. In: Fang, X. (eds) HCI in Games. HCII 2020. Lecture Notes in Computer Science(), vol 12211. Springer, Cham. https://doi.org/10.1007/978-3-030-50164-8_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-50164-8_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-50163-1
Online ISBN: 978-3-030-50164-8
eBook Packages: Computer ScienceComputer Science (R0)