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arxiv: 2605.02842 · v2 · submitted 2026-05-04 · 💻 cs.HC

Recognition: 2 theorem links

· Lean Theorem

"I Don't Have Faith in the Developers to Use My Feedback": Understanding Player Values and Expectancy for Reporting Systems in Video Games

Authors on Pith no claims yet

Pith reviewed 2026-05-08 17:54 UTC · model grok-4.3

classification 💻 cs.HC
keywords video gamesreporting systemsplayer motivationsonline toxicitymoderationexpectancy-value theoryaltruismretribution
0
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The pith

Players report toxic behavior in video games for both short-term revenge and long-term community improvement, but their trust in the system depends on developer reputation, transparency, and community alignment.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

This paper applies expectancy-value theory to examine why players use reporting systems in multiplayer video games. Players place value on reporting because it can deliver immediate punishment to offenders and support a healthier community over time. Their expectation that reports will actually produce these results is shaped by how much they trust the developers to act, how visible the process and outcomes are, and whether the system matches what the community expects. Low expectations mean that even valued outcomes may not lead to actual reporting. These patterns matter for designing moderation tools that players will actually use to address toxicity.

Core claim

Reporting is motivated by both altruistic and retributive factors, with players seeking short-term revenge while also looking to foster an improved long-term community. Yet, players felt that reporting may not always meet these goals, with belief in the system being mediated by factors such as developer reputation, reporting transparency, and alignment with the community.

What carries the argument

Expectancy-value theory applied to reporting, separating the worth players assign to outcomes like punishment and community health from their confidence that the reporting system will deliver those outcomes.

If this is right

  • Players will report toxic behavior less often when they doubt developers will act on the feedback.
  • Making report outcomes more visible to players can raise expectations and increase reporting activity.
  • Reporting systems that reflect community standards are more likely to be used than those that do not.
  • A developer's poor reputation can reduce the effectiveness of even technically sound reporting tools.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • The same split between short-term and long-term motivations could explain participation in moderation on social media or forums.
  • Developers could run experiments that vary transparency levels and measure changes in reporting volume to test the expectancy link directly.
  • Persistent low expectancy might lead players to avoid multiplayer modes or switch games rather than continue reporting issues.

Load-bearing premise

The small sample of 98 survey respondents and 19 interviewees recruited through distributed channels sufficiently captures the diversity of player values and expectations across games and demographics without significant selection bias.

What would settle it

A larger study across multiple games that finds no relationship between players' stated trust in developers and their actual reporting rates would undermine the claim that developer reputation mediates expectancy.

Figures

Figures reproduced from arXiv: 2605.02842 by Chenxinran (Elise) Shen, Michael Yin, Robert Xiao.

Figure 1
Figure 1. Figure 1: Number of questionnaire respondents that have reported and would report for specific reasons (out of view at source ↗
Figure 2
Figure 2. Figure 2: Number of questionnaire respondents that agreed with how much each factor affected trust (out of 98 view at source ↗
read the original abstract

Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a distributed survey (n = 98) and follow-up interviews (n = 19), we explored the value players place on reporting, their desired outcomes, and their expectations that these outcomes will be achieved. Our findings revealed that reporting is motivated by both altruistic and retributive factors, with players seeking short-term revenge while also looking to foster an improved long-term community. Yet, players felt that reporting may not always meet these goals, with belief in the system being mediated by factors such as developer reputation, reporting transparency, and alignment with the community. By understanding the value and expectancy of reporting systems, we discuss their implications on broader digital moderation and consider current and potential future designs of reporting systems.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

2 major / 2 minor

Summary. The manuscript applies expectancy-value theory to examine player motivations for using in-game reporting systems in multiplayer video games. Drawing on a distributed survey (n=98) and follow-up interviews (n=19), the authors identify both altruistic (long-term community improvement) and retributive (short-term revenge) values driving reporting behavior, while noting that players' expectations of system efficacy are mediated by developer reputation, reporting transparency, and perceived community alignment. The work discusses implications for digital moderation and potential improvements to reporting system design.

Significance. If the descriptive findings hold for the sampled population, the study contributes to HCI and game studies by providing a theoretically grounded account of user expectations for moderation tools. It highlights trust-related barriers that could guide more effective reporting mechanisms, with potential relevance to broader online community governance. The mixed-methods approach yields concrete themes that designers could use to address gaps between player goals and system outcomes.

major comments (2)
  1. [Methods] Methods section (participant recruitment and sample description): The distributed recruitment via social media and forums, yielding n=98 survey responses and n=19 interviews, is presented without sufficient detail on screening, demographics, or steps taken to mitigate selection bias toward engaged, English-speaking, or Western players. Since the central claims about altruistic/retributive motivations and the three mediating factors rest entirely on thematic analysis of this sample, the absence of explicit bias assessment or representativeness discussion weakens the applicability of the reported values and expectancies beyond the obtained group.
  2. [Findings/Discussion] Findings and Discussion sections: The linkage between specific interview quotes/themes and the expectancy-value theory constructs (value components vs. expectancy mediators) is not always explicit, making it difficult to assess how the data directly support the claim that belief in the system is mediated by developer reputation, transparency, and community alignment rather than other unexamined factors.
minor comments (2)
  1. [Abstract] Abstract: The phrasing 'distributed survey' could be clarified to indicate it was an online instrument, consistent with the methods description.
  2. [Related Work] Related Work: A few citations on online toxicity and moderation (e.g., recent CHI or CSCW papers on reporting efficacy) appear missing, which would better situate the expectancy-value application.

Simulated Author's Rebuttal

2 responses · 0 unresolved

We thank the referee for their constructive and detailed feedback. The comments identify valuable opportunities to improve methodological transparency and the explicit integration of our data with expectancy-value theory. We address each major comment below and will incorporate revisions in the next version of the manuscript.

read point-by-point responses
  1. Referee: [Methods] Methods section (participant recruitment and sample description): The distributed recruitment via social media and forums, yielding n=98 survey responses and n=19 interviews, is presented without sufficient detail on screening, demographics, or steps taken to mitigate selection bias toward engaged, English-speaking, or Western players. Since the central claims about altruistic/retributive motivations and the three mediating factors rest entirely on thematic analysis of this sample, the absence of explicit bias assessment or representativeness discussion weakens the applicability of the reported values and expectancies beyond the obtained group.

    Authors: We agree that greater detail on recruitment and an explicit discussion of limitations would strengthen the paper. In the revised manuscript we will expand the Methods section to describe the specific social media channels and forums used, any screening criteria applied to ensure participants had recent experience with multiplayer reporting systems, and the demographic data collected (age, gender, gaming frequency, and region where available). We will also add a dedicated limitations subsection that directly addresses selection bias, the English-speaking/Western skew, and the exploratory nature of the sample, while clarifying that the study does not claim population-level representativeness. These additions will better contextualize the scope of the reported values and expectancies. revision: yes

  2. Referee: [Findings/Discussion] Findings and Discussion sections: The linkage between specific interview quotes/themes and the expectancy-value theory constructs (value components vs. expectancy mediators) is not always explicit, making it difficult to assess how the data directly support the claim that belief in the system is mediated by developer reputation, transparency, and community alignment rather than other unexamined factors.

    Authors: We appreciate the referee’s call for clearer theoretical mapping. In the revised Findings section we will reorganize the presentation to explicitly label each major theme according to the EVT constructs: altruistic and retributive value components will be distinguished with supporting quotes, and the three expectancy mediators (developer reputation, reporting transparency, and community alignment) will be tied directly to the data through additional cross-references and brief explanatory sentences. A new summary table will list representative quotes alongside the specific EVT element they illustrate. This will make the evidential basis for the mediators more transparent while still acknowledging that other unexamined factors may exist; the revisions will show how the collected data support the three mediators as salient in this sample. revision: yes

Circularity Check

0 steps flagged

No circularity: empirical qualitative study derives claims directly from collected data

full rationale

The paper is a self-contained empirical study using distributed surveys (n=98) and interviews (n=19) with thematic analysis under expectancy-value theory. No mathematical derivations, equations, fitted parameters, or model-based predictions exist. Claims about altruistic/retributive motivations and mediating factors (developer reputation, transparency, community alignment) are presented as arising from participant responses rather than reducing to self-citations, definitional loops, or renamed inputs. Self-citations, if present, are not load-bearing for the central findings, which remain externally falsifiable via the described data collection process.

Axiom & Free-Parameter Ledger

0 free parameters · 2 axioms · 0 invented entities

The central claims rest on the applicability of expectancy-value theory to this domain and the representativeness of the participant sample. No free parameters, invented entities, or ad-hoc axioms beyond standard qualitative research assumptions.

axioms (2)
  • domain assumption Expectancy-value theory provides a valid lens for interpreting player reporting behavior
    Invoked in the abstract to frame the study design and findings
  • domain assumption Self-reported survey and interview data accurately reflect players' true values and expectations
    Implicit in all qualitative findings from n=98 and n=19

pith-pipeline@v0.9.0 · 5466 in / 1298 out tokens · 34792 ms · 2026-05-08T17:54:20.249343+00:00 · methodology

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Reference graph

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