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)

2012  · Riot Games

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
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Attribution: Riot Games View source
Lighthouse Research Team
Last verified:  ·  How we verify data →
Source verified Evidence graded
Value
34.5%
Unit
Percentage
Data Vintage
2012
Entity
League of Legends
Geography
Global
B
Strong, reliable evidence

Sourced from a well-regarded research firm or industry leader with transparent methodology and a reasonably large sample.

66/100 confidence

Single source - not yet corroborated

Extraction
95
Source Trust
60
Citation Chain
20
Independence
30
Methodology
45
Freshness
95
Riot Games Primary Tier A
http://www.polygon.com/2012/10/17/3515178/the-league-of-legends-team-of-scientists-trying-to-cure-to… ↗
Confidence: 57/100 Vintage: 2012 Channel: Common Crawl
Source Article
The League of Legends team of scientists trying to cure 'toxic behavior' online
Original Research
Riot Games · Original study ↗

Riot experiment disabling all-player chat as default; measured one week after change

Methodology documented
IndustryGaming RegionGlobal
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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