"bot lane noob" Towards Deployment of NLP-based Toxicity Detectors in Video Games
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Abstract (arXiv)
Toxicity and harassment are widespread in the video-gaming context. Especially in competitive online multiplayer scenarios, gamers oftentimes send harmful messages to other players (teammates or opponents) whose consequences span from mild annoyance to withdrawal and depression. Abundant prior work tackled these problems, e.g., pointing out the negative effects of toxic interactions. However, few works proposed countermeasures specifically developed and tested on textual messages sent during a match -- i.e., when the "harassment" actually occurs. We posit that such a scarcity stems from the lack of high-quality datasets that can be used to devise "automated" detectors based on natural-language processing (NLP) and machine learning (ML), and which can -- ideally -- mitigate the harm of toxic comments during a gaming session. This work provides a foundation for addressing the problem of toxicity and harassment in video games. First, through a systematic literature review (n=1,039), we provide evidence that only few works proposed ML/NLP-based detectors of toxicity/harassment during live matches. Then, we partner-up with 8 expert League of Legend (LoL) players and create a fine-grained labelled dataset, L2DTnH, containing 1.4k toxic and 13.8k non-toxic messages exchanged during LoL matches. We use L2DTnH to develop a detector that we then empirically show outperforms general-purpose and state-of-the-art toxicity detectors reliant on NLP. To further demonstrate the practicality of our resources, we test our detector on game-related data beyond that included in L2DTnH; and we develop a Web-browser extension that flags toxic content in Webpages -- without querying third-party servers owned by AI companies. We publicly release all of our resources. Our contributions pave the way for more applied research devoted to fighting the spread of toxicity and harassment in video games.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 16 of its 76 references that are in the map. First posted on arXiv 11 Apr 2026.
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References · 16
- 2023Distilling Step-by-Step! Outperforming Larger Language Models with Less Training Data and Smaller Model Sizescited by 737
- 2020ALONE: A Dataset for Toxic Behavior among Adolescents on Twittercited by 17
- 2024MuTox: Universal MUltilingual Audio-based TOXicity Dataset and Zero-shot Detectorcited by 15
- 2021CONDA: a CONtextual Dual-Annotated dataset for in-game toxicity understanding and detectioncited by 14
- 2021DeToxy: A Large-Scale Multimodal Dataset for Toxicity Classification in Spoken Utterancescited by 14
- 2015Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Gamescited by 10
- 2019A Machine Learning Approach to Comment Toxicity Classificationcited by 8
- 2019Machine learning and semantic analysis of in-game chat for cyberbullyingcited by 7
- 2019Prediction Uncertainty Estimation for Hate Speech Classificationcited by 5
- 2014STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Gamescited by 4
- 2022Attribute Inference Attacks in Online Multiplayer Video Games: a Case Study on Dota2cited by 4
- 2023Understanding the Process of Data Labeling in Cybersecuritycited by 4
4 more
- 2021Benchmarking Quantized Neural Networks on FPGAs with FINNcited by 2
- 2025The Dark Side of the Web: Towards Understanding Various Data Sources in Cyber Threat Intelligencecited by 2
- 2020Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Gamescited by 1
- 2021Automatically Detecting Cyberbullying Comments on Online Game Forumscited by 1
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