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            Competitive gaming, a long-standing study context for CSCW, has recently faced criticism due to its design emphasis on competition and achievement, which is associated with adverse phenomena such as player toxicity and anxiety. Recognizing this limit, game designers have proactively made design attempts to ameliorate these unintended consequences of competitive gaming. A notable example is the All Random All Mid (ARAM) mode in League of Legends (LoL), designed to introduce casualness into competitive gaming. To understand how players experience both casualness and competitiveness, a seemingly contradictory pair, we conducted an interview study with ARAM players, finding that ARAM supports 'casual competition' through decentering competition, diversifying interpersonal dynamics, and filling gaps in player needs. We further discuss how game design and player agency co-constitute casual competition, reflect on key aspects of competitive gaming design such as diversity and fairness, and provide implications for competitive gaming design, which may help combat toxicity.more » « lessFree, publicly-accessible full text available November 7, 2025
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            Mobile games have become highly popular and profitable. While much work has been done to understand deceptive patterns of games and some unethical practices they apply, little is known about fake games, an emergent phenomenon in mobile gaming. To answer this question, we conducted two studies: a walkthrough method to characterize fake games, and a thematic analysis of user reviews to gain understanding from the user perspective. We found five types of misalignments that render a game fake and identified four primary facets of player experience with fake games. These misalignments act as realization points in the users' decision-making to define games as being fake. We discuss the fakeness of fake games, how the formation of an ecosystem helps with the circulation of fakeness, as well as challenges to governing fake games. Lastly, we propose implications for research and design on how to mitigate and identify fake games.more » « less
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            Toxicity in online games refers to behaviors where players disrupt the gaming experience of others, leading to adverse outcomes such as depression and low self-esteem. Although scholars have identified various factors contributing to toxicity, ranging from individual motivations to team dynamics to cultural backgrounds, the role of game design has been less frequently discussed. To bridge this gap, we conducted an interview study to explore players' perceptions of how game design influences toxicity. Our research identified four game design elements that participants perceived as contributing factors to the emergency of toxicity in their experiences: team interdependency, fairness, interaction design, and privacy. These findings help us shed light on how game design unintendedly triggers toxic intentions, exposes players to vulnerability, making them potential victims, and affects player interactions which lead to toxicity. We further propose design implications that can mitigate toxicity in online games.more » « less
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            An increasing number of game platforms, such as Roblox, enable game creators to develop user-generated games (UGGs). Yet, these platforms often come under scrutiny for hosting UGGs that contain harmful content, ranging from sexually explicit material to Nazi-themed roleplay. Limited attention has been paid to how harmful UGGs are ideated by game creators. To address this question, we studied an online Roblox creator community, where Roblox creators collectively engage in design ideation to brainstorm design ideas for UGGs. Through an inductive thematic analysis, we found three primary ways where Roblox creators' design ideation becomes risky, including how Roblox creators generate risky game design ideas, navigate through policy boundaries to develop these ideas, and share strategies of bypassing moderation. Based on our findings, we discuss ethical and governance challenges facing user-generated games. We propose design implications to support game creators in developing ethical game design ideas and safe game designs.more » « less
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