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The Rise and Fall of Moral Labor in an Online Game Community

Published: 25 February 2017 Publication History

Abstract

In this study we use moral labor to denote a particular form of work primarily driven by moral sense -- people believe it is right to do so and such work is utilized to improve commercial product. We examine moral labor in League of Legends, a popular online game. The game's developer, Riot Games, built a crowdsourcing platform that solicited free labor from players to deal with massive toxic behaviors including trolling, griefing, and bullying. Our ethnographic study of the game revealed how players willingly contributed their moral labor to improve the game regardless of rewards. We also found inherent tensions between players' moral sense and Riot's corporate agenda, manifested in the differences and similarities between the narrative of players and that from Riot, which evolved along the release, maintenance, and closure of the system. We consider future research directions on the relation of moral labor to online community.

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    cover image ACM Conferences
    CSCW '17 Companion: Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing
    February 2017
    472 pages
    ISBN:9781450346887
    DOI:10.1145/3022198
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 25 February 2017

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    1. League of Legends
    2. moral labor
    3. online community

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    CSCW '17
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    CSCW '17: Computer Supported Cooperative Work and Social Computing
    February 25 - March 1, 2017
    Oregon, Portland, USA

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    CSCW '17 Companion Paper Acceptance Rate 183 of 530 submissions, 35%;
    Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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