Zurich University of Applied Sciences
2 reports, presentations and talks by Zurich University of Applied Sciences in the Game Industry Library, the newest “The Pleasure(s) of Griefing: Tracing Multimodal Toxicity in League of Legends” (2026).
Documents
The Pleasure(s) of Griefing: Tracing Multimodal Toxicity in League of Legends
The paper examines multimodal toxicity in League of Legends, arguing that hostile communication in competitive online play is not confined to text chat but emerges from the combined use of pings, emotes, UI interactions, champion positioning and chat messages.
- Toxicity in League of Legends is multimodal: hostile signals emerge from combined pings, emotes, UI interactions, champion positioning and chat rather than from text chat alone, so text-only classification misses much of it.
- Toxic episodes tend to appear as clusters across channels, and understanding them requires temporally synchronized, context-aware analysis instead of surface-level classification.
- The paper's main contribution is MuMoDeTox, a prototype pipeline combining YOLOv8-based detection of pings and champion positions from video frames, minimap localization, OCR of chat and on-screen text, and external match metadata such as role and performance statistics.
At the Crossroads of Game Studies and Business Ethics: Sustainability Obligations
This paper examines the sustainability obligations of stakeholders in the video game industry, arguing that the industry has made comparatively little systematic progress on sustainability and corporate social responsibility since scholars first raised these concerns.
- The paper argues the video game industry has made comparatively little systematic progress on sustainability and corporate social responsibility since scholars first raised these concerns.
- The authors frame sustainability across three pillars: economic (market disruption among shareholder-driven triple-A publishers, acquisitions and closures of mid-sized developers, and independent developers struggling for visibility), social (crunch, unionization conflicts, indie self-exploitation, and gaps in diversity, equity, and inclusion), and environmental.
- Mobile models built on user data extraction, big-spender dependence, and free-to-play loot boxes and gacha mechanics that approach gambling are flagged as ethically and regulatorily contentious.
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