Analisando a Anatomia do Discurso de Ódio nas Interações das Comunidades da Plataforma de Jogos Steam

  • Lucas Martins Souza UFV
  • Paula T. M. Gibrim UFV
  • Marcus V. G. Ribeiro UFV
  • Daniel M. Barbosa UFV
  • Julio C. S. Reis UFV
  • Philipe de Freitas Melo UFV

Resumo


This study examines the anatomy of hate speech on Steam, one of the world’s largest game distribution and social interaction platforms. Using a dataset of 34.300.919 comments and a lexicon of 1,298 terms, the investigation identifies where these manifestations occur, as well as their targets and themes. The results reveal a systemic presence of hate, with particular emphasis on attacks based on ethnicity, disability, social class, and sexual orientation. The analysis shows that toxicity is influenced by community context and game tags. Finally, topic modeling highlights how hate is often disguised as technical criticism, reinforcing the need for moderation mechanisms that are more sensitive to context.

Palavras-chave: Hate speech, Toxicity, Steam, Topic modeling, Content moderation

Referências

Shabana Arif. 2018. Total War: Rome 2 Is Being Review Bombed on Steam over Imagined Controversy. Acessado em: 9 feb. 2026.

Backlino Team. 2026. Steam Usage and Catalog Stats. BackLinko. [link]. Online. Acessado em: 27 mar. 2026.

Beatriz Ribeiro Barreto et al. 2025. Indexação de mídias não convencionais: a recuperação de jogos eletrônicos na plataforma digital Steam. (2025).

Karin Becker. 2014. Introdução à Mineração de Opiniões. (2014).

Jeremy Blackburn and Haewoon Kwak. 2014. STFU NOOB! predicting crowdsourced decisions on toxic behavior in online games. In Proceedings of the 23rd International Conference on World Wide Web (Seoul, Korea) (WWW ’14). Association for Computing Machinery, New York, NY, USA, 877–888. DOI: 10.1145/2566486.2567987

Danah M. Boyd and Nicole B. Ellison. 2008. Social Network Sites: Definition, History, and Scholarship. Journal of Computer-Mediated Communication 13 (2008), 210–230. DOI: 10.1111/j.1083-6101.2007.00393.x

David Buckingham. 2007. Beyond Technology: Children’s Learning in the Age of Digital Culture (1st edition ed.). Polity, Cambridge.

Andy Chalk. 2018. Total War: Rome 2 is getting review-bombed on Steam because of women generals (Updated). Retrieved Feb 9, 2026 from [link]

Susana Costa, Bruno Mendes da Silva, and Mirian Tavares. 2023. Online hate speech in video games communities: A counter project. In Counterspeech. Routledge, 123–143.

Carolyn M. Cunningham. 2018. Games Girls Play: Contexts of Girls and Video Games. Lexington Books, Blue Ridge Summit.

Mai ElSherief, Shirin Nilizadeh, Dana Nguyen, Giovanni Vigna, and Elizabeth Belding. 2018. Peer to Peer Hate: Hate Speech Instigators and Their Targets. Proceedings of the International AAAI Conference on Web and Social Media 12 (04 2018). DOI: 10.1609/icwsm.v12i1.15038

Paula Fortuna and Sérgio Nunes. 2018. A Survey on Automatic Detection of Hate Speech in Text. Comput. Surveys 51, 4 (2018), 85:1–85:30. DOI: 10.1145/3232676

Jesse Fox and Wai Yen Tang. 2016. Women’s experiences with general and sexual harassment in online video games. New Media & Society 19, 8 (2016), 1290–1307. DOI: 10.1177/1461444816635778

James Paul Gee. 2003. What video games have to teach us about learning and literacy. Comput. Entertain. 1, 1 (2003), 20. DOI: 10.1145/950566.950595

Paula Gibrim, Marcus Ribeiro, Lorena Moreira, Philipe Melo, and Julio Reis. 2025. I’m not Welcome Here – Uma Revisão de Escopo sobre Toxicidade e Discurso de Ódio em Jogos Digitais. In Proceedings of the 31st Brazilian Symposium on Multimedia and the Web (Rio de Janeiro/RJ). SBC, Porto Alegre, RS, Brasil, 646–660. DOI: 10.5753/webmedia.2025.15998

Maarten Grootendorst. 2022. BERTopic: Neural topic modeling with a class-based TF-IDF procedure. arXiv preprint arXiv:2203.05794 (2022).

Samuel Guimaraes, Gabriel Kakizaki, Philipe Melo, Márcio Silva, Fabricio Murai, Julio CS Reis, and Fabrício Benevenuto. 2023. Anatomy of hate speech datasets: Composition analysis and crossdataset classification. In Proceedings of the 34th ACM Conference on Hypertext and Social Media. 1–11.

Daniel G Heslep and PS Berge. 2024. Mapping Discord’s darkside: Distributed hate networks on Disboard. New Media & Society 26, 1 (2024), 534–555. DOI: 10.1177/14614448211062548

György Kovács, Pedro Alonso, and Rajkumar Saini. 2021. Challenges of Hate Speech Detection in Social Media. SN Computer Science 2, 2 (Feb. 2021), 95. DOI: 10.1007/s42979-021-00457-3

Rachel Kowert, Emese Domahidi, Ruth Festl, and Thorsten Quandt. 2014. Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Computers in Human Behavior 36 (2014), 385–390. DOI: 10.1016/j.chb.2014.04.003

Lucas Lima, Julio CS Reis, Philipe Melo, Fabricio Murai, Leandro Araujo, Pantelis Vikatos, and Fabricio Benevenuto. 2018. Inside the right-leaning echo chambers: Characterizing gab, an unmoderated social system. In Proc. of the IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM). 515–522.

Lucas Lima, Julio CS Reis, Philipe Melo, Fabrício Murai, and Fabrício Benevenuto. 2020. Characterizing (un) moderated textual data in social systems. In 2020 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM). IEEE, 430–434.

João Lobo, Daniel Barbosa, and Philipe Melo. 2025. Investigando a Dinâmica da Propagação do Ódio em Cascatas de Toxicidade nos Chats Ao Vivo da Twitch. In Proceedings of the 31st Brazilian Symposium on Multimedia and the Web (Rio de Janeiro/RJ). SBC, Porto Alegre, RS, Brasil, 321–329. DOI: 10.5753/webmedia.2025.15110

Topias Mattinen and Joseph Macey. 2018. Online Abuse and Age in Dota 2. In Proceedings of the 22nd International Academic Mindtrek Conference (Tampere, Finland) (Mindtrek ’18). Association for Computing Machinery, New York, NY, USA, 69–78. DOI: 10.1145/3275116.3275149

Lorena Souza Moreira, Paula Teresa M. Gibrim, Leonardo Rocha, and Julio C. S. Reis. 2026. Anatomy of Data Repositories for the Analysis and Detection of Toxicity in Portuguese. In Proceedings of the 17th International Conference on Computational Processing of Portuguese - Vol. 1. Association for Computational Lingustics, Salvador, BA.

Torill Elvira Mortensen. 2016. Anger, Fear and Games: The Long Event of #GamerGate. Games and Culture 13, 8 (2016), 787–806. DOI: 10.1177/1555412016640408

Tathagata Mukherjee. 2023. Videogame distribution and Steam’s imperialist practices: Platform coloniality in game distribution. Journal of Games Criticism 5 (2023).

Newzoo. 2025. Global Games Market Report. Technical Report. Newzoo. [link]

Rogerio Nunes and Ivelise Fortim. 2025. Oportunidades, riscos e danos nas plataformas adjacentes a games. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital (Salvador/BA). SBC, Porto Alegre, RS, Brasil, 792–803. DOI: 10.5753/sbgames.2025.9558

Samuel Lopes Pinto, José Julio Campolina, Joao Pedro M Sena, Gabriel Félix, Lucas N Ferreira, and Julio CS Reis. 2024. Caracterização e predição de usuários tóxicos no twitter/x durante as eleições brasileiras de 2022. In Brazilian Workshop on Social Network Analysis and Mining (BraSNAM). 61–74.

Luke Plunkett. 2013. Steam Is 10 Today. Remember When It Sucked? Acessado em: 4 feb. 2026.

MARC PRENSKY. 2006. Don’t Bother Me Mom - I’m Learning!: How Computer And Video Games Are Preparing Your Kids for Twenty-First Century Success - And How You Can Help! (illustrated edição ed.). PARAGON HOUSE, St. Paul, Minn.

Robert D. Putnam. 2000. Bowling Alone: The Collapse and Revival of American Community. Simon & Schuster, New York.

Marcus Vinicius Guerra Ribeiro, Clara Andrade Pimentel, and Philipe de Freitas Melo. 2024. Quando as Avaliações Viram Bombas: Explorando a Dinâmica do Review Bombing nos Jogos no Metacritic. In Anais do XXX Simpósio Brasileiro de Sistemas Multimídia e Web (WebMedia). Sociedade Brasileira de Computação (SBC), Juiz de Fora, MG, Brasil, 249–256. DOI: 10.5753/webmedia.2024.241744

u/diogenesl. 2018. Total War: Rome 2 is getting review-bombed on Steam because of women generals. Acessado em: 9 feb. 2026.

Job Valkenburg. 2026. Discover the steam community: enhance your gaming experience. [link]. Acessado em: 14 mar. 2026.

xPaw. 2026. Steam Charts. [link]. Acesso em: 04 fev. 2026. 84
Publicado
27/10/2026
SOUZA, Lucas Martins; GIBRIM, Paula T. M.; RIBEIRO, Marcus V. G.; BARBOSA, Daniel M.; REIS, Julio C. S.; MELO, Philipe de Freitas. Analisando a Anatomia do Discurso de Ódio nas Interações das Comunidades da Plataforma de Jogos Steam. In: BRAZILIAN SYMPOSIUM ON MULTIMEDIA AND THE WEB (WEBMEDIA), 32. , 2026, Lavras/MG. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 75-84. DOI: https://doi.org/10.5753/webmedia.2026.30930.

Artigos mais lidos do(s) mesmo(s) autor(es)