发表机构
CISPA Helmholtz Center for Information Security; University of Waterloo(CISPA 亥姆霍兹信息安全中心; 滑铁卢大学)
机构由 AI 辅助整理,请以论文原文为准。AI 中文总结
本文首次大规模测量乙女游戏社区毒性,提出OtomeSCAN框架分析62万条帖子,发现微博毒性率22.20%远超Reddit的3.71%,并识别出191个潜在协调集群。
AI 中文摘要
乙女游戏是一种主要面向女性的浪漫模拟游戏类型,已成为全球游戏市场的重要力量,吸引了数亿玩家并创造了数十亿美元的收入。尽管广受欢迎,乙女游戏社区却面临普遍存在的在线毒性,而这一问题在很大程度上尚未被探索。在本工作中,我们首次对跨社交平台的乙女游戏社区中的毒性进行了大规模测量。我们提出了OtomeSCAN框架,用于收集、评估和分析来自微博和Reddit的620,045条帖子,时间跨度达18个月。为支持稳健的分析,我们人工标注了一个包含4,308条帖子的真实数据集,识别出八类目标群体,如玩家和游戏开发者。我们在该数据集上评估了七种毒性检测器,包括通用模型和我们提出的基于大语言模型的检测器,其中最佳模型在微博上取得了0.82的F1分数,在Reddit上取得了0.78的F1分数。我们的分析揭示了显著的平台间毒性差异:微博上22.20%的乙女相关帖子具有毒性,而Reddit上这一比例为3.71%。此外,现实世界事件如社区内部冲突可能迅速加剧毒性,在微博遭受外部攻击时,毒性比例在短短72小时内上升至37.09%。我们还标记了乙女游戏社区中的191个潜在协调集群,其中64.40%针对游戏开发者,且有多个账户在多个集群中重复参与。我们希望我们的工作能激发对社区特定毒性的进一步研究,并为边缘化游戏社区构建更健康的在线空间做出贡献。
英文摘要
Otome 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. In this work, we present the first large-scale measurement of toxicity in otome game communities across social platforms. We introduce OtomeSCAN, a framework for collecting, evaluating, and analyzing 620,045 posts from Weibo and Reddit spanning 18 months. To support robust analysis, we manually annotated a ground-truth dataset of 4,308 posts, identifying eight target groups such as players and game developers. We evaluate seven toxicity detectors on the dataset, including general-purpose models and our proposed LLM-based detectors, with our best model achieving F1-scores of 0.82 (Weibo) and 0.78 (Reddit). Our analysis reveals significant platform-based differences in toxicity: 22.20% of otome-related posts on Weibo are toxic, compared to 3.71% on Reddit. Besides, real-world events like in-community conflicts can rapidly escalate toxicity, with toxicity ratios increasing to 37.09% in just 72 hours during an external attack on Weibo. We also flag 191 potential-coordination clusters in otome game communities, 64.40% of which target game developers, with several accounts participating repeatedly across multiple clusters. We hope our work inspires further research on community-specific toxicity and contributes to building healthier online spaces for marginalized gaming communities.
CommentsAccepted by the ACM Conference on Computer and Communications Security (CCS) 2026