interesting. i read 90% male, 85% between 16 and 30 years of age, 12 mio players a day, 1 bio hours played a month (2012). they had a tribunal which is switched off since a year. the market is 54 mio usd a month for multiplayer online battle arena (moba) in the united states. league of legends earns 120 mio usd per month, out of a monthly player base of over 60 mio, which is 3 times more player than dota2, and 6 times more income than dota2 (beginning of 2015).
* http://www.ign.com/articles/2012/10/15/riot-games-releases-awesome-league-of-legends-infographic * http://www.kitguru.net/gaming/development/jon-martindale/league-of-legends-tribunal-to-return-soon/ * http://www.polygon.com/2014/5/27/5723446/women-in-esports-professional-gaming-riot-games-blizzard-starcraft-lol * http://venturebeat.com/2015/03/24/dota-2-makes-18m-per-month-for-valve-but-league-of-legends-makes-that-much-every-5-days/ On Sat, Nov 14, 2015 at 8:25 AM, Ryan Kaldari <[email protected]> wrote: > I was skeptical of even reading this article, but it actually seems pretty > insightful. It also seems more relevant to Wikipedia than I was expecting: > "The answer had to be community-wide reform of cultural norms. We had to > change how people thought about online society and change their > expectations of what was acceptable.... How do you introduce structure and > governance into a society that didn’t have one before?" > > It has some interesting ideas about using science to change the social > dynamics of online communities and leveraging the work of academics who > want to work on these problems. Some of the techniques they used remind me > of Aaron's revision scoring. I wonder if there's any chance we could talk > with them or some of their researchers. > > > On Fri, Nov 13, 2015 at 3:12 PM, Denny Vrandečić <[email protected]> > wrote: > >> Very interesting read (via Brandon Harris): >> >> >> http://recode.net/2015/07/07/doing-something-about-the-impossible-problem-of-abuse-in-online-games/ >> >> "the vast majority of negative behavior ... did not originate from the >> persistently negative online citizens; in fact, 87 percent of online >> toxicity came from the neutral and positive citizens just having a bad day >> here or there." >> >> "... incidences of homophobia, sexism and racism ... have fallen to a >> combined 2 percent of all games. Verbal abuse has dropped by more than 40 >> percent, and 91.6 percent of negative players change their act and never >> commit another offense after just one reported penalty." >> >> I have plenty of ideas how to apply this to Wikipedia, but I am sure Dario >> and his team as well :) - and some opportunity for the communities to use >> such results. _______________________________________________ Wikimedia-l mailing list, guidelines at: https://meta.wikimedia.org/wiki/Mailing_lists/Guidelines [email protected] Unsubscribe: https://lists.wikimedia.org/mailman/listinfo/wikimedia-l, <mailto:[email protected]?subject=unsubscribe>
