"Shut Up and Let Me Enjoy My Otome": Understanding and Measuring the Toxicity in Otome Game Communities
First large-scale study finds 22.20% of Weibo otome game posts toxic versus 3.71% on Reddit, with LLM detectors reaching 0.82 F1.
Researchers present the first large-scale measurement of toxicity in otome game communities, introducing OtomeSCAN, which collected and analyzed 620,045 posts from Weibo and Reddit over 18 months. They manually annotated 4,308 posts, identified eight target groups, and evaluated seven toxicity detectors, with their best LLM-based model reaching F1-scores of 0.82 on Weibo and 0.78 on Reddit. The study found 22.20% of Weibo posts were toxic versus 3.71% on Reddit, and toxicity rose to 37.09% within 72 hours during an external attack on Weibo. The authors also flagged 191 potential-coordination clusters, 64.40% of which targeted game developers.
- OtomeSCAN analyzed 620,045 posts from Weibo and Reddit over 18 months.
- Weibo showed 22.20% toxic posts versus 3.71% on Reddit.
- Toxicity spiked to 37.09% within 72 hours during an external attack.
- 191 potential-coordination clusters flagged; 64.40% targeted game developers.
- Best LLM-based detector reached F1 0.82 on Weibo and 0.78 on Reddit.
- Products
- OtomeSCAN
From the original article
1 min read at arxiv.orgOtome games, a romance simulation genre primarily targeting female, have emerged as a major force in the global gaming market, attracting hundreds of millions of players and billions in revenue. Despite their popularity, otome game communities face pervasive online toxicity, which has been largely unexplored.
By Yage Zhang · arxiv.org
A short excerpt; the article and its images belong to the publisher. Summary, key facts and assessment above are AI-written from the article and can be wrong.