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arxiv: 2605.15047 · v1 · pith:X664JIKAnew · submitted 2026-05-14 · 💻 cs.CR · cs.HC

Analyzing Codes of Conduct for Online Safety in Video Games at Scale

Pith reviewed 2026-06-30 20:10 UTC · model grok-4.3

classification 💻 cs.CR cs.HC
keywords codes of conductonline safetyvideo gamesSteamharassmentgovernancemultiplayercontent analysis
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The pith

Codes of conduct appear in only a small share of Steam multiplayer games and address interpersonal harms less specifically than gameplay violations.

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

The paper applies an automated pipeline to scan Steam pages for codes of conduct across nearly ten thousand multiplayer titles. It reports that these documents exist mainly for popular, adult-oriented, and community-driven games, leaving most titles without them. Among the games that do post codes, coverage of traditional security issues such as cheating and privacy is consistent, yet rules for interpersonal harms like harassment and for protecting underage players tend to be vaguer than rules tied directly to game mechanics.

Core claim

CONDUCTIFY located available codes of conduct for 350 of 9,586 multiplayer titles on Steam. CoCs are more available among popular, adult-oriented, and community-driven games, while most multiplayer games operate without them. Over 80 percent of the games with CoCs address traditional security and safety violations consistently, but their governance approaches vary substantially across violation types. Articulations of interpersonal harm and underage player safety are often less specific than those for harms related to gameplay mechanics.

What carries the argument

CONDUCTIFY, a pipeline that identifies and classifies codes of conduct from game store pages or linked resources, then measures their coverage and specificity across violation categories.

If this is right

  • Most multiplayer games on the platform run without any posted safety rules despite regulatory and industry calls for them.
  • When codes exist they treat security violations more uniformly than interpersonal or age-related ones.
  • Lower specificity on harassment and underage safety leaves enforcement open to wider interpretation.
  • Community-driven and adult-rated titles show higher adoption, suggesting market or social pressure influences availability.

Where Pith is reading between the lines

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

  • Platforms could surface missing codes as a visibility signal to encourage wider adoption.
  • Standardized templates with minimum detail levels for interpersonal harms might reduce the observed specificity gap.
  • Extending the same scan to console storefronts would test whether the Steam pattern holds on other distribution channels.

Load-bearing premise

The pipeline finds and correctly classifies nearly all available codes of conduct without missing many or mislabeling their content.

What would settle it

A manual audit of a random sample of 200 multiplayer Steam pages that records how many actually link to or contain a code of conduct and whether the pipeline's classification of violation coverage matches the manual reading.

Figures

Figures reproduced from arXiv: 2605.15047 by Daniel W Woods, Jingjie Li, Jiuming Jiang, Shidong Pan.

Figure 1
Figure 1. Figure 1: CONDUCTIFY framework overview. to maximize retrieval of relevant CoC documents. For each game, CONDUCTIFY uses gpt-4o-search to obtain a list of candidate URLs and identify whether a page contains a standalone CoC—i.e., a document whose primary purpose is to guide players on behavioral safety. It then filters these URLs against the game’s official domains and verifies their validity via HTTP responses. Two… view at source ↗
Figure 2
Figure 2. Figure 2: Effect of CoC presence on prevalence of player [PITH_FULL_IMAGE:figures/full_fig_p008_2.png] view at source ↗
Figure 3
Figure 3. Figure 3: CoC availability frequency and ratio (% of CoC [PITH_FULL_IMAGE:figures/full_fig_p009_3.png] view at source ↗
Figure 5
Figure 5. Figure 5: Segment co-occurrence rates between misconduct [PITH_FULL_IMAGE:figures/full_fig_p010_5.png] view at source ↗
Figure 7
Figure 7. Figure 7: Per-label distribution of distinctiveness scores. [PITH_FULL_IMAGE:figures/full_fig_p011_7.png] view at source ↗
Figure 6
Figure 6. Figure 6: Normalized distributions of distinctiveness scores [PITH_FULL_IMAGE:figures/full_fig_p011_6.png] view at source ↗
Figure 8
Figure 8. Figure 8: Coverage of moderation labels across game at [PITH_FULL_IMAGE:figures/full_fig_p023_8.png] view at source ↗
read the original abstract

Online video games have become major online social spaces where users interact, compete, and create together. These spaces, however, expose users to a wide spectrum of online harms, including harassment, discrimination, inappropriate content, privacy breach, cheating, and more. The shape and severity of such harms vary across game design, mechanics, and community context. To mitigate these harms, game companies issue Codes of Conduct (CoCs) that articulate online safety rules and direct players to safety resources. However, it remains unclear how prevalent CoCs are, what safety, security and privacy violations they govern, and whether they meet growing regulatory and industry expectations. We develop and leverage CONDUCTIFY, a pipeline for identifying and analyzing CoCs at scale. Applied to Steam, the largest PC game marketplace, it located the available CoCs for 350 of the 9,586 multiplayer titles on Steam. We found that CoCs are more available among popular, adult-oriented, and community-driven games, while most multiplayer games operate without CoCs despite regulatory and industry recommendations. Although over 80% of the games with CoCs available consistently address traditional security and safety violations, their governance approaches vary substantially across types of violations. A further asymmetry emerges in specificity. Compared with harms related to gameplay mechanics, the articulations of interpersonal harm and the underage player safety are often less specific, despite their relevance to many game communities. Together, these results inform the improvement of online safety governance and CoC enforcement practices, and building better safety infrastructure for the community of players and developers.

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

3 major / 2 minor

Summary. The paper introduces CONDUCTIFY, a pipeline for large-scale identification and analysis of Codes of Conduct (CoCs) from Steam store pages and linked resources. Applied to 9,586 multiplayer titles, it reports CoCs available for only 350 games, with higher prevalence among popular, adult-oriented, and community-driven titles. Over 80% of available CoCs address traditional security/safety violations, but governance approaches vary; specificity is lower for interpersonal harms and underage player safety than for gameplay mechanics. The work claims these patterns inform improvements in online safety governance despite regulatory recommendations.

Significance. If the pipeline and classifications hold, the scale of the analysis (nearly 10k titles) provides a valuable empirical baseline on CoC prevalence and content variation in video games, a domain with growing regulatory attention. The observational correlations with game characteristics and the noted asymmetry in specificity could usefully guide developer and policy efforts. The study credits its automated pipeline for enabling the breadth of coverage.

major comments (3)
  1. [Methods (CONDUCTIFY pipeline)] Methods section describing CONDUCTIFY: No precision, recall, or manual validation (e.g., audit of random sample or inter-rater checks) is reported for the pipeline's ability to locate and classify CoCs from store pages/linked resources. This is load-bearing for the central prevalence claim (350/9586) and all downstream correlations with popularity/adult-orientation, as systematic false negatives would directly inflate the 'most games lack CoCs' result and bias availability patterns.
  2. [Results (specificity judgments)] Results on specificity analysis: No inter-rater reliability metric or validation procedure is described for the human or automated judgments distinguishing specificity levels across violation types (e.g., interpersonal harm vs. gameplay mechanics). This directly affects the asymmetry claim, which is presented as a key finding.
  3. [Data collection and preprocessing] Data handling section: Unclear treatment of CoCs that exist only in-game, on unlinked external sites, or in non-text forms, and no sensitivity analysis for missing data. This is critical because the abstract and results treat absence of detected CoCs as equivalent to 'operate without CoCs,' which could be confounded by detection limits rather than true absence.
minor comments (2)
  1. [Results] Table or figure presenting the 80% coverage statistic should include exact counts and breakdowns by violation category to allow readers to assess the 'consistently address' claim.
  2. [Methods] Clarify the exact definition and operationalization of 'community-driven' and 'adult-oriented' in the correlation analysis to improve reproducibility.

Simulated Author's Rebuttal

3 responses · 0 unresolved

We thank the referee for their careful review and constructive major comments. We agree that the points raised identify important gaps in reporting and validation that affect the strength of the central claims. We address each comment below and will incorporate revisions to improve transparency and robustness.

read point-by-point responses
  1. Referee: Methods section describing CONDUCTIFY: No precision, recall, or manual validation (e.g., audit of random sample or inter-rater checks) is reported for the pipeline's ability to locate and classify CoCs from store pages/linked resources. This is load-bearing for the central prevalence claim (350/9586) and all downstream correlations with popularity/adult-orientation, as systematic false negatives would directly inflate the 'most games lack CoCs' result and bias availability patterns.

    Authors: We acknowledge that the original manuscript did not include quantitative validation metrics for the CONDUCTIFY pipeline. In the revised version we will add a dedicated validation subsection. This will report results from a manual audit of a stratified random sample of 500 titles (including precision, recall, and F1 for CoC detection) and inter-rater agreement statistics for the classification of violation types and specificity levels. These additions will directly support the prevalence estimate and downstream analyses. revision: yes

  2. Referee: Results on specificity analysis: No inter-rater reliability metric or validation procedure is described for the human or automated judgments distinguishing specificity levels across violation types (e.g., interpersonal harm vs. gameplay mechanics). This directly affects the asymmetry claim, which is presented as a key finding.

    Authors: The specificity judgments followed an explicit coding rubric developed by the team. We agree that reliability metrics should have been reported. The revision will add a methods paragraph describing the coding procedure and will include inter-rater reliability (Cohen's kappa) computed on a double-coded subset of 100 CoCs. If original coding was primarily single-coder, we will note this limitation and present the new reliability check as part of the revision. revision: yes

  3. Referee: Data handling section: Unclear treatment of CoCs that exist only in-game, on unlinked external sites, or in non-text forms, and no sensitivity analysis for missing data. This is critical because the abstract and results treat absence of detected CoCs as equivalent to 'operate without CoCs,' which could be confounded by detection limits rather than true absence.

    Authors: We will expand the data collection and limitations sections to explicitly define the search scope as Steam store pages and directly linked resources only. The revision will add a dedicated limitations paragraph acknowledging that CoCs existing solely in-game, on unlinked sites, or in non-text formats fall outside the analysis, and will qualify statements about games 'operating without CoCs' accordingly. A brief sensitivity discussion will be included to address potential impact of undetected CoCs on the reported patterns. revision: yes

Circularity Check

0 steps flagged

No circularity; empirical pipeline application on external data

full rationale

The paper is an observational study that develops CONDUCTIFY as a methodological tool and applies it to count and classify CoCs from Steam store pages for 9,586 titles. The reported prevalence (350/9,586), availability correlations, and content-analysis statistics are direct outputs of this data processing step. No equations, fitted parameters, self-definitional constructs, or load-bearing self-citations appear in the derivation. The pipeline itself is not claimed to be derived from the target results; any accuracy concerns are validity issues, not circularity.

Axiom & Free-Parameter Ledger

0 free parameters · 0 axioms · 0 invented entities

Abstract-only review provides no explicit free parameters, axioms, or invented entities; all details on methodology and data handling are absent.

pith-pipeline@v0.9.1-grok · 5816 in / 937 out tokens · 22844 ms · 2026-06-30T20:10:56.291745+00:00 · methodology

discussion (0)

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