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Title: | 降低多人遊戲中惡毒言論行為之探討與設計: 運用貼圖機制緩解惡毒言論攻擊 Discussion and Design to Reduce Toxic Language Behavior in Multiplayer Games: Use the Emoji Mechanism to Ease Toxic Language Attacks. |
Authors: | 陳彥廷 Chen, Yian-Ting |
Contributors: | 劉昭麟 許志堅 Liu, Chao-Lin Sheu, Jyh-Jian 陳彥廷 Chen, Yian-Ting |
Keywords: | 惡毒行為 表情貼圖 遊戲 Toxic behavior Emojis Game |
Date: | 2022 |
Issue Date: | 2022-12-02 15:20:06 (UTC+8) |
Abstract: | 隨著網際網路及各種科技的進步,線上遊戲已成為現今大多數人休閒活動的主要選擇之一。然而線上遊戲的通訊功能因為不受距離限制和匿名的方式衍伸出一個問題「惡毒言論」,這種負面行為除了影響人們對於網路的使用,更可能在現實生活中造成受害者的負面情緒。目前業界雖然已提出幾種解決方案,但都未有明確的研究表明其成效。
本研究提供一種緩和惡毒言論攻擊的方式,利用表情貼圖結合文字探勘嘗試降低使用者遭受惡毒言論攻擊時的負面影響,並實作一款模擬多人遊戲檢測實驗效果。實驗過程中包括三個部分,分別為純文字惡毒言論、表情貼圖輔助緩解惡毒語句模組以及表情貼圖取代惡毒關鍵字模組,根據不同表情貼圖的使用方式和原始的惡毒言論攻擊作對比,最後利用問卷及遊戲內的數據分析表情貼圖系統是否達到研究預期的效果。
實驗結果顯示,表情貼圖確實能夠降低惡毒言論攻擊帶來的負面影響,並且表情貼圖取代惡毒關鍵字模組的緩和效果最為顯著。除了表情貼圖的活潑與正向性降低惡毒言論的負面情緒外,將惡毒關鍵字轉換為表情貼圖,避免使用者直接看到惡毒文字也是降低其負面情緒的主要原因之一。此外,實驗結果也發現使用者的貼圖使用經驗及表情貼圖的好感度對於是否能夠緩解惡毒言論攻擊具有一定程度的影響。 With the advancement of the Internet and various technologies, online games has become one of the main choices for most people`s leisure activities today. However, the communication function of online games has created a problem "toxic language" because of its unrestricted and anonymity. In addition to affecting people’s use of the network, this negative online influence is more likely to cause them negative emotions in real life. At present, although several solutions have been proposed in the industry, there is no clear research to show their effectiveness.
The purpose of this research is to provide a way of mitigating toxic language attacks, using emojis system combined with text mining to try to reduce the negative impact of the abused. And a simulated multiplayer game was implemented to detect the effect of the experiment. The experiment includes three parts, namely, the text of sheer malicious speech, the sentence module with emojis to help alleviate toxic speech, and the module using emojis to replace toxic word. A comparison was made between different ways of using emojis with the original text of toxic speech. In the end, the questionnaire and game data were analyzed to show whether the emojis system had the expected effect of the research.
The result of the experiment has shown that emojis can indeed reduce the negative impact of toxic speech, and the module replacing toxic word with emojis has the most significant mitigating effect. For one thing, the liveliness and positiveness of emojis reduce the negative emotions of malicious speeches. For another, converting toxic word into emojis prevents the abused from reading the malicious text and thus reduces the negative emotions. Furthermore, the result of the experiment also indicated that the user`s experience in using emojis and his favorability of emojis have a certain degree of influence on the alleviating effect. |
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Description: | 碩士 國立政治大學 資訊科學系 108753142 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0108753142 |
Data Type: | thesis |
DOI: | 10.6814/NCCU202201699 |
Appears in Collections: | [資訊科學系] 學位論文
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