B
Evidence Grade B
Graded
accuracy verified by the review judge
Safe to Cite
Dated
34.5%
34.5% -- increase in positive chat for League of Legends (2012)
Positive chat increased by 34.5% in League of Legends one week after turning off all-player chat by default.
- Measured one week after default setting change
Attribution:
View source
Lighthouse Research Team
Last verified:
·
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Source verified
Evidence graded
Value
34.5%
Unit
Percentage
Data Vintage
2012
Entity
Geography
Global
Evidence Quality
B
Strong, reliable evidence
Sourced from a well-regarded research firm or industry leader with transparent methodology and a reasonably large sample.
Single source - not yet corroborated
Score breakdown
Extraction
95
Source Trust
60
Citation Chain
20
Independence
30
Methodology
45
Freshness
95
Source
Riot Games
Primary
Tier A
http://www.polygon.com/2012/10/17/3515178/the-league-of-legends-team-of-scientists-trying-to-cure-to… ↗
Source Article
The League of Legends team of scientists trying to cure 'toxic behavior' online
Original Research
Riot Games
· Original study ↗
Methodology
Riot experiment disabling all-player chat as default; measured one week after change
Methodology documented
Segmentation
IndustryGaming
RegionGlobal
Cite this stat
Plain Text
League of Legends: 34.5% increase in positive chat. Source: Riot Games (2012). Via Lighthouse Intelligence -- https://lighthousedata.io/data/league-of-legends-positive-chat-increase-2012
HTML Embed
<blockquote cite="https://lighthousedata.io/data/league-of-legends-positive-chat-increase-2012" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>34.5%</strong> -- increase in positive chat for League of Legends<br><small>Source: Riot Games (2012) · <a href="https://lighthousedata.io/data/league-of-legends-positive-chat-increase-2012" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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