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Toxic player behavior will drive players away from an otherwise successful game. While friendly banter and trash talk can build camaraderie, context matters—as what’s okay among longtime friends might be harassment to a stranger. How can studios create a positive atmosphere for all while still allowing friends to have a little fun at each other’s expense?
Research from TaskUs shows that failing to stop toxicity in real time before it hurts players leads to lower engagement and lost revenue. Players disengage from toxic environments—but what about the lost revenue from players who are unnecessarily punished because of trash talk with their close friends? These behaviors are often found in the most competitive environments where the highest-value players thrive.
This post walks through a scalable, real-time, artificial intelligence (AI)- and machine learning (ML)-based detection system that uses Confluent’s data streaming platform paired with the Databricks data intelligence platform to identify and respond to toxic messages without disrupting the natural flow of in-game chat.
Toxicity in in-game messaging generally refers to negative or hostile behaviors aimed at harming or harassing other players. This can include explicit hate speech, racial slurs, or threats as well as more subtle forms of bullying such as griefing (actively disrupting teammates) and cyberbullying. Research shows that toxicity spans a wide range of unwanted behaviors, all of which can undermine a safe and enjoyable gaming environment.
A key challenge is this: What seems like harmless banter to some can feel deeply offensive to others.
Cultural differences, personal sensitivities, and friend-group norms all play a role. Slang and coded references evolve rapidly too, outdating traditional keyword-based filters almost as soon as they’re created. For more on changing perceptions of toxicity, see this ScienceDirect article.
Sometimes, what appears toxic to an outsider may simply be competitive trash talk between friends who know each other’s limits. The difference lies largely in context—for if that same language targets strangers, it can quickly escalate into full-blown harassment.
A player's positive experience can instantly turn negative when community toxicity strikes. Toxic behavior must be stopped before it reaches other players. Apologies and punishments after the event do little to mend the negative experience.
Traditional methods for handling toxicity rely on post hoc reporting or simplistic keyword-based filtering. Reporting often happens after the damage is done, while keyword filters can flag innocent conversations and miss obfuscated slurs. Adding to the problem are the complexities of multicultural and multilingual players, rapidly evolving slang, and the situational nature of what could be toxicity. Post hoc and keyword filters simply do not protect players.
ML models can keep pace with evolving language and account for context in ways that static filters can’t. By integrating these models into livestreams of in-game messages, developers can immediately flag and respond to problematic content well before it spirals out of control. These approaches enable swift interventions, such as automated warnings and moderator escalations. By using Confluent’s fully managed data streaming platform—built by the original co-creators of open source Apache Kafka®—and the Databricks data intelligence platform, interventions can happen before harm is done, preserving the player experience and studios’ reputations.
Preserving the rapid, complex communications between gamers, allowing trash talk among friends, and stopping toxicity before it damages the player experience is a nuanced task.
An effective solution must avoid noticeable lag, support evolving language patterns, and remain cost-efficient.
The good news is that you can strike this balance by combining Confluent Cloud with Databricks. Here’s how it works.
Kafka for transport: As soon as a player sends a message, Kafka delivers it instantly without slowing down the action.
Apache Flink® for real-time triage: Unified with Kafka, serverless stream processing with Confluent Cloud for Apache Flink® uses a lightweight ML model to quickly flag potentially problematic interactions—like suspected hate speech, profanity, or harassment.
Databricks for deeper analysis: Rather than bogging down the live chat flow, high-risk messages head over to Databricks for robust AI analysis and decision-making, ensuring that the system can handle edge cases and subtle nuances.
Connecting Confluent and Databricks with Tableflow: With Tableflow, governed Kafka streams can be converted to Delta tables with just one click for easy, real-time consumption in Databricks.
Adapting to new patterns: Large datasets of both friendly and toxic behaviors jumpstart the initial models so that they’re prepared for the latest slang and cultural references.
This architecture keeps your community safe without compromising the fun, dynamic nature of real-time gaming communication.
Chats from game servers arrive in Kafka as events through an ingest proxy, which helps manage connection counts and keep things efficient. Each chat event includes extra information (such as whether recipient players are friends) to help decide if it’s harmless trash talk or actually toxic.
Flink then processes each chat using a specialized local model that quickly labels chats in one of three ways. Prioritizing speed and accuracy, the model labels the majority of chats that pass through it as “OK” or “Toxic.” If it’s unable to quickly make a determination, it labels the chat “Requires Natural Language Processing (NLP) Determination.” Labeled chats are then handled accordingly:
“OK” chats move to recipients unhindered.
“Toxic” chats are not delivered to recipients, and some action is taken on the sending player.
“Requires NLP Determination” chats require a more powerful model to make a determination.
Since most chats clearly fall into the “OK” or “Toxic” category, this fast filter reduces the burden on more complex NLP models and lets most chats continue with unnoticeable latency. The specialized local model can be trained with game-specific data in Databricks, drawing on saved chat histories and past moderation actions to further improve efficiency and response time on a wider range of communications.
If the specialized local model can’t make a clear call, it forwards the chat to Databricks via a “Requires NLP Determination” topic for a deeper dive. Integration between Kafka and Databricks happens through Confluent’s Tableflow, which writes Kafka topic data directly into Delta tables. This greatly simplifies the integration between Kafka and Databricks, allowing real-time data availability to large-scale analytics and real-time model refinement.
During this deeper analysis, Databricks looks at the broader context, including recent chats, audience details, past player interactions, and conversation sentiment, to decide whether the message is “OK” or “Toxic.” That decision flows back through the same determinations topic, where the Chat Analysis Results service handles any repercussions determined by the studio (for example, letting the message through, giving a warning, muting the player, or banning the player).
If Databricks is still unsure, a human moderator steps in, and that input is used to further train the models.
While this adds latency, it’s only for edge cases that need a real person’s judgment. Once a human review is complete, the final verdict is published to the determination topic, and Databricks uses that feedback to update its model. The specialized local model can also be refreshed using the new insights. This way, both models continuously learn new slang, game-specific jargon, and other evolving trends, ensuring that the system stays accurate over time.
Online chat in games can be a double-edged sword. On the one hand, it creates vibrant communities and boosts player engagement. On the other, it can quickly turn toxic if left unchecked. Now we’ll explore how toxicity impacts players, how developers can weigh community health against business goals, and how to implement an effective, real-time moderation system.
Whether a joke is funny or offensive can depend on who’s involved and how well they know each other. A phrase that’s perfectly fine in a longstanding friend group can come across as hateful when directed at a stranger. It’s clear from research that fostering a toxicity-free culture in a game community leads to more player enjoyment, more play time, and more profit.
The architecture presented in this post allows the vast majority of chat communications to occur without the player noticing any latency. Questionable content may experience slight delivery delays, possibly throwing off the timing of some friendly trash talk, but the benefit is that all chat is analyzed before being received. Only the most novel and highly disguised toxic language will slip through, and even then, the model updates quickly.
When it comes to protecting their communities, many developers find that preventing toxicity more than pays for itself.
Post hoc and simple keyword filters do not protect players and lead to lost revenue. Toxic interactions can drive away casual players who don’t feel safe as well as competitive players who want to focus on winning rather than dealing with hate speech. Fewer active players means less in-game spending and lower revenue, which directly hurts the bottom line.
Still, the right approach depends on your audience. A high-stakes, mature title might include banter as part of the culture. If your detection system is too strict, you risk alienating players who thrive on trash talk they consider harmless. On the other hand, casual or family-friendly games often benefit from a zero-tolerance policy, as younger audiences and non-competitive players may feel especially uncomfortable with aggressive language.
Another consideration is that some gamers will opt out of in-game chat if it’s overly policed, forming private channels on third-party tools such as Discord or TeamSpeak. But mobile players, or those who prefer interacting directly with strangers in-game, often don’t have that option. For them, accessible in-game chat—with effective moderation—is critical to building a true sense of community.
Even the most robust real-time ML pipeline isn’t foolproof. Once you start filtering and responding to potentially toxic messages, model drift and other potential issues could arise.
Language never stops evolving, and neither should your detection system. Snap’s Bento platform uses real-time data streaming to constantly refine its recommendation algorithms, and a similar approach can keep your toxicity filters up to date. Context-aware models—those that recognize relationships, historical interactions, and cultural slang—perform better than simple keyword filters, but they also require more data and ongoing maintenance. Just as social media platforms use real-time data to update their recommendation algorithms, game developers can continually retrain toxicity models to keep pace with evolving slang, emojis, and coded phrases. This not only helps block new forms of harassment but also reduces the chance of accidentally flagging harmless banter among friends.
Scaling a pipeline to handle the chat volume of a successful game and use responses from NLP models is daunting. Confluent Cloud and Databricks were designed with these kinds of workloads in mind. The distributed, parallel nature of these tools allows them to scale horizontally to meet the demands and characteristics of the toxicity detection workload.
This post proposes a generalized architecture for real-time, ML-based moderation using Kafka, Flink, and Databricks to protect players from toxic in-game messaging without disrupting the natural flow of conversation. By continuously refining models and incorporating feedback, you can allow for friendly trash talk while identifying genuinely harmful content.
For game-specific implementations, focus on regular model updates, better context handling, and user-driven feedback loops. With an iterative, flexible approach, you can preserve enjoyable player interactions, maintain a positive community, and ensure long-term success for games.
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