Riot Games Case Study: Assessing toxicity in the workplace
Riot's League of Legends game has nearly 30 million players log in every day to compete. The team-based game is a take on capture the flag (or, more aptly, “destroy the enemy base”). Team dynamics, sportsmanship, and camaraderie are key to giving League players a fun experience.
And so if a player is exhibiting toxic behavior in the game, in the form of written chats, it can have a seriously detrimental impact on their teammates’ experience. If a new player encounters toxic behavior in their very first game, they are 320% less likely to come back again. Toxic behaviors are defined by the community when players report bad behavior and flag offensive chats via in-game tools.
Having long experimented with combatting bad behavior in their game, Riot’s Talent team wondered whether there was a correlation between in-game toxicity and real-world behavior. All Riot employees (called “Rioters”) play League of Legends and every player has a behavioral profile. The Talent team partnered with their game designers to see if in-game toxicity might predict workplace troubles.