Riot uses League of Legends chatlogs to weed out toxic employees
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League has one of the most toxic communities I have ever been a part of. The problem is if even one person decides to troll in a game then the rest of the players really have no choice.
Also I would like to think if you work for Riot you actively try to improve the community. Otherwise I'd fire you too. There is a reason Blizzard GMs are almost routinely respectful.
DotA2 actually has some measures in place that lessen the impact of trolls or AKF'ing/quitting players, such as sharing their gold and control among the remaining team, or disabling their abilities that can harm their own allies. In League of Legends, it's a guaranteed defeat if one ally decides to troll or quit (assuming comparable skill on both teams.)
I've always thought that instead of reports and bans, team games should have a peer reputation system, like Reddit or HN's voting.*
MMR/game skills should not be the only criteria for matchmaking; it should include reputation/social skills as well. Oh and disallow global chat in ranked matches.
EDIT: Yes, it makes for a nice thought experiment to come up with a reputation system that would be resistant to "gaming" or abuse, as others have mentioned.
One possibility is to associate a cost to upvoting, and/or make downvoting an earned privilege, similar to how new accounts on HN cannot downvote.
[0] https://www.reddit.com/r/DotA2/comments/46y4v8/dota_2_behavi...
[1] https://www.reddit.com/r/DotA2/comments/351mdk/discussion_do...
In addition, even for non-competitive games, players who obviously troll and are flagged by the community are pushed to a separate pool with other trolls.
The system isn't perfect but appears to work fairly well for new players.
We almost even won a 3v5 once, but we didn't quite close it out fast enough, so they finally caught up enough to take us down. And it was down to the wire.
That was actually one of the better games I remember, just because it was so intense, though that certainly isn't normal.
Then again, there is another side to things. I once had a team where we all completely sucked and we got pounded into the ground... but every single person was still nice and friendly. We all made friends after game, joined into a group, and played a lot of games together for some time after that.
Especially true, since Dota2 is generally considered less newbie-friendly than LOL.
In the very high skill bracket (3.8k+), I've found players on US East and US West are extremely toxic, and the playstyle is relatively boring. So these days, I queue on EU West or EU East.
But I think the general consensus is that LOL is worse.
Both are bad enough that I stopped playing them very quickly. SMITE I stuck with significantly longer.
In my experience they tend to go far beyond respectful, Blizzard has by far the nicest customer service staff I've come upon anywhere.
Never mind that if a game has both a story element and a competitive element, the story element will over time deteriorate to placate the competitive side's complaints about balance and whatsnot.
Why is this? I've played online FPS and RTS games for about 15 years now and have never felt like I "had no choice" when it came to engaging with trolls or joining in their behavior. Granted my only experience with MOBAs is Heroes of the Storm, but is LoL that much different?
LoL is heavily team focused w.r.t. strategy.
To use a RTS example since you mention playing them, imagine a 3v3 game. If one player leaves and it becomes 3v2, the 3 player team has a huge advantage.
Now in MOBAs, you can let the ennemy team kill you or die repeatedly so they get more resources and xp than you. Imagine for the RTS game that it is possible and one player starts helping the other team and that game becomes a 4v2. The 2 person team will have pretty much no chance of winning.
Playing a dota game with someone feeding (ie diying intentionally to the other team) is pretty much a game ender but there is no way to concede so you still have to play for ~20min with 1% chance of winning.
Unfortunately endemic to all MOBAs :(
Though there's nothing that raises your blood pressure like being accused of feeding when you're already frustrated because you're having a bad game.
One is triggered if there are network connectivity issues, in which case the game isn't scored for anybody. This is to get around the MMR abusers that would queue bots to leave on the other team so they would get a quick win.
The second state is usually triggered if a player has left after first blood. Even then, there are compensatory mechanisms. You lose less MMR than you would normally, and if a player leaves, your team will receive unreliable gold at a faster rate.
Why would anyone do something like that? Every time you played a legit game you'd lose.
Prior to ranked matchmaking, the top 1% was typically around 4.2k hidden MMR. After ranked was introduced, it became closer to 5k. Now you have close to 8-9k MMR, because people are buying 5-6k accounts, and lose until they reach their true skill level (usually somewhere between 2-3k).
The account buyer essentially feeds 3000 MMR to their opponents, which is why a 5k player back when ranked was introduced is now an 8k player.
There are also those who legitimately enjoy griefing dota: their account is probably so deep into low priority stacks that it is effectively banned. Or perhaps they are shadow banned into the bot/multi box pool. So they buy a new account to try and ruin games at high MMR.
Now add in its RTS roots - an overhead God's eye view lets you watch your teammates. RPG elements means a bad player isn't merely useless, but he's actually feeding power to your opponents.
So a long game, with a prolonged endgame that often results in 10+ minutes of moribund gameplay after the match is prettymuch already decided, without even the dignity of a quick execution like an rts generally provides. No leaving allowed, either. And you get to watch your teammate (you only have 4) who brought this fate on your head, and you're stuck together for the whole round.
They couldn't have designed a game that makes you hate your weakest teammate more if they tried.
You say players aren't allowed to leave? No one can prevent someone from quitting the application or shutting down their computer. But I'm guessing that the service won't let you join a different game until the current one finishes...
Is there a way for a team to resign? Surely if a team unanimously thinks they've lost, they can surrender immediately...?
Your team can resign, but it requires at least a 4/1 vote. You typically end up with that one try-hard player who refuses to end with dignity and get 3/2 non-resigns, forcing everyone to play out a lost game.
On top of that if you afk or troll yourself there is a reporting feature at the end of the game where you can flag players, which can also result in account suspensions and bans if they occur too often.
It really is a terrible system all the way through.
* A simple majority vote for designating a player 'too weak for this level of play'.
* A strong majority vote (>75%; in a team of 5 this would be 4+) for designating a player 'a troll'.
* Either of the above ejecting the player from the team at that instant.
* Allowing all other votes to proceed as normal (N-1 required to resign a match).
On the other hand, my worst experience with Dota was that a lot of players were leavers, so any sign of losing and someone left the game. And after that it's really game over. No fun to lose the game this way, even no fun to win the game this way. But with HOTS that's completely different. Almost everyone tries to stay until the defeat and it's not that rare to see a comeback and victory.
So I'm supporting that notion of not allowing anyone just to leave. It's not a chess and there are other players who might want to fight until the end. On the other hand, quick anonymous poll, initiated by one player, if anyone wants to stay, and defeat if everyone wants to resign wouldn't hurt anyone, I guess.
If you must play for your job, I'd suggest doing one of two things: a. Don't play to win, play half heartedly and don't engage, take lots of breaks and report each and every negative encounter to your manager so they can see that it's potentially impacting on your mental health, or b. speak to management about the toxic environment you are seeing and work with them towards studying what the chief causes are then start putting measures into place to prevent it.
That said, still glad I don't work there. To my mind, this sort of company behavior sets an unpleasant precedent, and I kind of like knowing I have the freedom to play a game without worrying about being fired for "snarky passive aggression" or something similar. Maybe I'd feel differently if gaming wasn't just something I did in my spare time.
Does this imply that chat in a 1v1 game is private? That doesn't really follow, since the only difference is the # of immediate spectators
> Anything said in in a LoL game is as sufficiently public as a Twitter account.
I suppose I see where you're coming from, but this feels like a stretch. For starters, the vast (utterly overwhelming) majority of LoL players do not have a real name associated with their gaming handle. They're theoretically similar, but in practice are far from equivalent.
Couldn't agree more, honestly. However, I had to acknowledge that the parent had a point in that they were theoretically comparable.
See http://www.pcgamesn.com/starcraft/starcraft-2-progamer-steph...
From my perspective, they're hiring someone to have access to their codebase; release their code to millions of users; and spend most of the day next to other people. Hiring is already a blunt tool for finding out if someone can do the work, much less interact well with others. As long as the information isn't completely unrelated to their job function, and it's not discriminatory, it seems reasonable to use all the information at your disposal to reduce that risk.
> As long as the information isn't completely unrelated to their job function, and it's not discriminatory, it seems reasonable to use all the information at your disposal to reduce that risk.
Does it seem reasonable for Google to analyze the personal email accounts of their employees? If not, how is that any different from what's being discussed here?
You're trying to reason this through from a technology perspective, which is not how others are thinking about it. What matters more is the perception, not the software that makes it happen. We think of Gchat, email and hangouts as private communication. But playing an online game is more like being in a public space, so we have less expectation of privacy. Online games already have mechanisms for reporting toxic players, so you know going in: someone else may look at what I said.
I think this is pretty dissimilar from the hypothetical I raised, that being screening the personal email of all potential hires.
Almost all of my friends there have separate personal and work ("Riot<username>") accounts, the latter at the very least requires you to set a good example as a company representative
You don't need to share your primary account, you can theoretically apply for the job with a secondary, or none.
This isn't exactly strict separation of personal life, you are basically working at a specific venue and playing at that same venue just without your uniform; people know and you won't last long in similar situations elsewhere either (unless you're maliken/s2 games)
So, are you saying that once they acquire a company provided account their personal ones are no longer audited? That doesn't seem to be the case at all.
[1]A random job posting from Riot http://www.riotgames.com/careers/10838
"While our engineers come in all shapes and sizes and work with many technologies, we expect every engineer at Riot to be:
Player-focused: you’re a gamer whose passion for games (especially League of Legends)"
If you work for a bank touting stock X, you can't in troll Yahoo boards crapping on it.
If you work at a school teaching kids math, you can't troll on-line forums giving wrong answers to math problems. (At least morally)
Most other online games I've played have had a policy of not identifying players as employees unless they're actively acting as a moderator (e.g, gamemasters in MMORPGs, who aren't really playing the game anyways). I'm very surprised that Riot isn't following their lead here.
And, from what I remember, the LoL community generally really enjoys playing with Riot employees. Back when I used to play (several years ago now) I don't remember running into a single toxic Riot employee. Then again they didn't have very many employees then.
Certainly : acting like a fool in your place of employ is bad. However, using your analogy as an example, what's happening here is also a bit like those 3 AM campus shenanigans that occurred while you were a student being held against you when you go looking for a job - since Riot is screening potential employees based on their game history.
If Riot screens applicants based on their LoL behavior, then why shouldn't Facebook? Google? Why shouldn't any of these respective companies sell said information to other 3rd party companies that want to pre-screen hires?
Ultimately I guess I'm arguing against a fully transparent world, because as happy as I am with my electronic footprint - I'm not sure how happy I am about the idea of everyone in the world who I interact with peering at it with a microscope.
This is a bit like saying "it's less about the means, but about the ends". I don't think anyone's confused about your motivations.
> We're a player focused company, and if you're a total jerk to strangers because you've tilted, how can you be expected to make the game better for those same people?
I'm as jerk averse as the next person, but this reasoning is on the weak side. History is full of jerks who have made important contributions to their field despite of (or because of) their jerkiness. Edison, Ford, Jobs : all jackasses of epic proportions who all made quality products.
Ultimately, you do you. If you want to shit can jerks, then shit can jerks. I just feel like there are more germane - and less creepily invasive - metrics that can be applied to someone's job performance than their behavior in a game.
edit : I've responded to another one of your comments elsewhere, and just want to add some clarifying context. I really don't want to start defending in game trolls, because the specifics seem to be indefensible (racism, death threats, et al). My concern is a step removed into a hypothetical bigger picture, where everything we do electronically becomes fair game for assessment and auditing - and I see this as a step in that direction.
What is not normal is asking prospective employees for their user id and making decisions based off of the chat logs attached to it. I mean, it makes sense, but it seems like an invasion of privacy.
Would it be fair for YC to make decisions based off of the HN comment logs of YC applicants?
Sometimes you do stupid things and I believe you shouldn't be forever in the future held accountable for what you said in the past.
They explicitly do this.
My concern with this growing "no assholes" or "no toxic people" sentiment is that it sounds great, but who gets to decide who is and who isn't?
I appreciate the context - this wasn't really super clear from the article. It's completely nuts that anyone would behave this way on a Riot-named account.
Was this sort of behavior prevalent? I'm honestly surprised it's never come up. If I was in a game and witnessed a Riot employee going off on players with racial slurs and death threats - that most certainly would have been screenshot and reddit frontpage worthy.
Either way, specifics aside this sort of behavior is obviously completely unacceptable in a place of employ (of which a company sponsored account is an extension).
Riot and every Rioter should be ashamed that this process is taking place. Search up on Henry Ford's practice of invading employees' private lives. It's disgusting. And what you guys are doing is no different. I can't believe there are employees defending this in public... anything to gain favor with your bosses, huh?
There are regional nuances, but toxic behaviors include homophobia, racism, sexism, and other forms of hate speech.
This would indicate that there are regions in which such speech wouldn't be considered "toxic". I wonder if they've made a map of this?
But I think what you're asking is probably true anyway. If you go to a country where homophobia is the norm, then saying something homophobic isn't really 'toxic' in the same way. It's a more mundane kind of bad.
Those real time games are very immersive, and players can easily let their ugly true self out if they aren't careful. And that's why Riot is interested in their potential employees' chat logs.
Oh well that makes it ok then. If I find a clear correlation between say black skin and employee underperformance, I guess I can just go right ahead and sack individuals based on some statistical association discovered in a population they happen to belong to.
What the fuck is wrong with you people? I mean the entire lesson of not being racist or not being sexist or whatever is that it isn't ok to judge individuals by the population they happen to belong to. I mean guess what, black people are more likely to be criminals. Women are less likely to be coders. White people are less likely to play basketball well. These are statistical facts, though it seems awkward to say them. But that's ok, because the entire point is that you assess each individual you meet in life on their own merits, not some statistical generalization.
And somewhere along they way, you've missed this point. You don't get to assume that an individual is a shitty employee because they are a shitty LoL player just because you have some correlation to go on.
This means absolutely nothing if you don't compare against the equivalent rate of "employee toxicity" from "non-toxic players". 25% isn't that high; I would bet that in general 1 out of 4 LoL players have been toxic in chat at one time or another. You can't just state 25% for one side of the equation without also mentioning what results you found from the other side.
I suspect that 25% of LoL players in general have been "toxic". You can't just focus only on the "bad employees" and call that correlation.
It's just another analog for meatspace, where you have to go around pretending to be nice to people who probably don't deserve it.
You do, however, have to not be actively hostile.
One that though I don't play it, I take it that it simulates hostility (violence, fighting, etc). If I'm mistaken there, I welcome correction.
So the hostility doesn't have any of the harm that we associate with real-world hostility, but occurs within a video game that is modeled on hostility... and I'm not supposed to be hostile?
What, do avatars just wander around basket-weaving and finger-painting in League of Legends? It's bizarre. God, I worry that I need to rush off and delete my Facebook account, lest my own employers get any strange ideas.
Edit: Here's an analogy. Consider if you were playing a basketball game and one of the players slapped the ball out of his teammate's hand and started screaming in his face about how he s a terrible player and should have been aborted. That's the sort of behavior we're talking about.
Doesn't matter; you're interacting with real people.
"So the hostility doesn't have any of the harm that we associate with real-world hostility, but occurs within a video game that is modeled on hostility... and I'm not supposed to be hostile?"
No. You're supposed to be a grown up. Especially if you work for the company making the game, and are a public representative of that company.
Games and play is not only human. If you observe puppies and kitties playing, you'll find out that they are mimicking hunting moves, fights, etc., all things they'll do "seriously" in their adult life in order to survive and reproduce.
Kids games are no different. IRL games and video games are no different, except that anonymity allows people to abuse others more.
If your preferred way to relieve stress is by calling people faggots and telling them to kill themselves, then I don't want to play games with you.
Interesting you jump to that though. This is what I'm talking about... anything less than perfect politeness must be exaggerated into indefensibility. The "you asshole" typed into in-game chat is apparently enough to get someone fired.
Then, if it's reported or commented on publicly, someone like you'd jump in and characterize it as "he was running around screaming that we were all faggots".
You've already said that you've never played this game, you don't appear to have much experience with online games in general, and you clearly haven't read the article if you think that Riot is firing people for saying "you asshole" in chat. You don't know anything about any part of the topic we're discussing. Why are you so determined that you're right anyway?
But yet you're all downvoting me for expressing an opinion without any name-calling at all. You disapprove of my opinion, you imagine that I'm screaming "faggots", and then you punish me for something that I've never done.
Why would I believe you when you tell me that you're only punishing those who deserve it? You've already given me all the evidence I need to see what you'd really do.
> You've already said that you've never played this game, you don't appear to have much experience with online games in general, and you clearly haven't read the article if you think that Riot is firing people for saying "you asshole" in chat.
I did read the article. They didn't list out some exhaustive policy. They didn't talk about digging deep into the context or examining nuance and different perspectives. Like you, they already knew what they wanted to be rid of, they exaggerated behavior or fabricated it wholesale (just as you and the other hackernewsians have done here), and that was that. No defense, no appeals process, no presumption of innocence.
Sure, if your boss pulls you into his office and says your chat in that last game was completely unacceptable, you'll feel properly ashamed. But take that same person and put them in a situation where they know they can't be caught doing it (say, when they're playing an Xbox Live game), and the toxicity will spring right back.
It's not sufficient for society to merely teach people what things are wrong; that's not enough to stop every person. We also hire police to fill in the gaps.
this is coming from an EVE player.. you can be whoever you want in EVE nobody is going to tell you not to be an asshole.
Time will tell.
As a result, there's very little "git gud" trolling or toxic chats were a player will blame his whole team when losing. It's a much friendlier atmosphere overall, and seems to attract a more diverse crowd.
What it does help with is teamwork imo, as the scoreboard in other games like CS usually diverts attention and makes play focused on individuals.
(I've also seen very little positive chat. Most matches have no chat at all, or just some default "Hello!"s.)
I'd argue that Blizzard was largely responsible for defining modern eSports. Blizzard games helped drive the creation of many of the gaming leagues, ESL/IEM started with Warcraft III and the original Counter-Strike. Starcraft and Starcraft 2 had huge competitive communities in their prime and really drove the growth of eSports.
Starcraft 2 is tapering off today but Hearthstone is huge and Heroes of the Storm, while not nearly as popular as LoL/Dota2 is still built as a competitive game.
I'd say Starcraft, SSBM, DotA, Q3 CPMA/Reflex are games that are geared toward competitive play. Whereas HotS, LoL and Overwatch seem much more aimed at being fun and satisfying to play for the average person who isn't interested in sinking 40 hours into a game just to learn basic skills like how to strafe jump or tech/wave dash.
I'm not really trying to push a particular viewpoint though, just curious if you'd expand on what YOU think makes a game competitive?
Another simple metric is to look at eSport tournaments by prize pool. If people are playing the game in an attempt to win hundreds of thousands or millions of dollars, it's a competitive game.
I get the impression that you are conflating 'competitive' with 'difficult'.
I understand your point about conflating "competitive" and "difficult", but there is a reason why people couple the concepts together: there's no point in competitively playing a game with a low skill ceiling. An extremely contrived example of this: Rock-Paper-Scissors is a competitive, PvP game and yet no one would ever host tournaments for it because of the ridiculously low skill ceiling; there's not enough to differentiate an experienced player from a brand new one.
Almost all such games maintain some sort of per player rating (ELOish usually) which is separate from ranked play and often hidden. You certainly don't need to play ranked modes just to be paired with similar skill level players.
> there's no point in competitively playing a game with a low skill ceiling.
Sure, but in combination with previous comment your inference appears to be that HotS, LoL and Overwatch are low skill cap games. I'm curious what your argument for that is. Using LoL as an example the overall ELO distribution is extremely bottom heavy with a smooth taper to the top; vastly more players in lower ranks than higher despite having consistent promotion rules. A ranking for a low skill cap game would be expected to have a bunching at the top as the skill cap is quickly reached and the outcome becomes more random.
One thing these 3 games do have in common is a low barrier to entry, but I see no correlation between that and skill cap in video games or traditional sports. e.g. a very young child can start to play soccer, but that doesn't mean soccer has a low skill cap.
Arenas? starcraft? WC3?
However, I'm noticing that as I've ranked up into the sub-population of more experienced or dedicated players, in-game chat has gotten uglier, with people ending games typing "gg ez" or "l2p noob" in chat.
Compared to the kinds of things you'd see in League of Legends, that's pretty benign, but I'm definitely seeing a steady increase in the number of angry or bad-mannered messages in my games of Overwatch.
Fortunately there are "avoid this player" and "block this person" buttons that you can use to tune them out and avoid ever playing with them again. Part of me wishes that Blizzard would shove players with high incident rates into some sort of toxic player purgatory.
You can see a similar trend in lots of online games like Rocket League or TF2.
Isn't this saying the opposite?
It could totally be that all non-fired employees are toxic, and viciously went after their weaker colleagues by having them fired! I guess that would make them toxic, but whatever.
Maybe Ted for fired for sexual harassment of a co-worker. Maybe he worked for HR and rarely, if ever, played LoL in the first place. He'd be fired as a toxic employee without anything in his LoL chat log to hint at it.
What they're saying is that if you have a toxic LoL chat log, you're likely to be a Ted. But the reverse isn't true: you can have a pristine chat log, and still be a Ted.
That followup sentence also supplementally tells you that the sweep of toxic employees happened to catch most of the toxic players. That information is unrelated to the given statistic.
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@Feliz, that is exactly the type of indoctrinated response one would expect from a brainwashed, ass-kissing employee. An employer should never be looking into personal lives. Look up what Henry Ford did to his employees for a perfect example of how completely insane it is. Your last paragraph comes across as an egotistical sociopath who is dictating how everyone else should behave.
The stat quoted is that it was discovered that 25% of toxic players were determined to be underperforming employees. That's actually a fairly low percentage; I bet that 25% of employees who fell into the non-toxic player pool would also fall under the umbrella of "toxic employees". Correlation does not equal causation.
Honestly, you sound like someone posting with your real name in hopes that your managers will see your comment and promote you, or at least look upon you favorably compared to your silent coworkers. Taking an activity that employees partake in during their free time to determine employment status is a disgusting practice that should not be permitted under the law.
If I'm playing, say, MechWarrior Online, and my Catapult K2 is killed by the enemy, that doesn't make the weapons of all the enemy mechs suddenly do more damage. But that's exactly how MOBA games work.
So it seems to me that the game design pretty much encourages this kind of behavior.
If Riot employees want to troll on LoL, they probably shouldn't do it on a company account.
This has nothing to do with "representing the company via an official channel"; this is directly an invasion of privacy of employees' private lives, for the purpose of weeding out those who don't "fit the company culture".
(Though the article does present that some fired employees were toxic, it was not insinuated that they were fired based on this analysis.)
Edit: Yes, later in the article, it does suggest some employees were let go.
So, yes, making an irrevocable decision based on one ambiguous data point is a bad idea, but using it as an indicator that a conversation should take place strikes me as wise.
Of course, the other side is that the chat data might create biases. The worry here would be that reading the chat logs might create a unfavorable opinion which then leads to unfair interpretations of workplace behaviors. If I was implementing such an action, I would make sure that the people checking in on those flagged by the system don't actually have access to the chatlogs, except in egregious situations.
In general another way to phrase it is that correlations in the past strongly suggest correlations in the future. This is especially true when you can think of reasons the variables are causally related. If they did this study and found that employees whose favorite cereal was frosted flakes are more toxic I'd be much more skeptical, as that could indicate they were doing a shoot everywhere and see what sticks approach.
Once you get the job, you could simply create a new account to do whatever you want. Using it to get a competitive advantage for yourself wouldn't be very smart though, because you would have to sign up with your real name for an event if you want to make money from that. The best option would be to sell advantages to other players, like boosting their ranks or unlocking in-game goodies.
These are exactly the traits I want in coworkers.
The opposite - blaming everyone but yourself when your team is losing, raging at people who make honest mistakes, playing selfishly, and so on, are the traits I don't want.
Edit: this is all very problematic of course, but if I noticed that someone my company was thinking about hiring was one of my Dota2 friends, I'd put in a good word based on their in game behavior.
[to the down voters: I'll take bets on when this will happen]
This article is specifically addressing social media accounts. Trying to lump your 'gamer tag' under that section is pretty sleazy.
Uh, if I play a game ("electronic service or account") and send someone else a message in chat ("instant and text message") then I'm pretty damn sure that is covered under that legislation. However, IANAL.
> under that section is pretty sleazy.
I guess "being sleazy" means you don't care about data privacy then huh?
In some games(taking Eve Online as an example), being a dick is just part of the game. As long as you are not doing it in any professional capacity, or insulting people (as opposed to their in-game persona).
http://www.giantbomb.com/profile/permastun/blog/sabotage-and...
How is that sleazy?
I hope you aren't offended by this but all this sounds like some incredibly stupid MOBA/e-sports drama.
And come on, why the unnecessary last comment
In MOBA games, we have DotA versus LoL
In internet forums, we have 4chan versus Reddit
In nations, we have USA versus China
And even in traditional families, we have dad versus mom
For some reason, even though freedom and structure are polar opposites, as humans we apparently demand access to both.
And regardless of whether bad behavior can be excused, sometimes the most net good comes from from removing the stress rather than the person.
I'd further argue that with enough stress bad behavior can be induced in anyone. The bad consequences of the bad behavior should really fall on the person responsible for the stress.
That said, random employee survellience is extremely fucked up, and I would not condone it.
Yeah, right. Because that's how you fix toxic behavior. You can just show them they're being assholes. This definitely has nothing to do with threatening their jobs, or anything like that. /s