**3.2 Defacement and inconoclasm**

The authors state in this paper that the interaction between humans and information technology is complex. Individuals could not deny this complexity is all around them, as a result of the increasingly digitalized world. The authors show some pieces of evidence about the destructive nature of technology, such as is found in the global digital infrastructure, social media, the Internet of Things, robotic processes' automation, digital business platforms, algorithmic decision making, and other digitally-enabled networks and ecosystems; all of which also fuel the complexity people feel around them [42]. Building up hyper-connections and mutual dependencies among the human actors, technical artifacts, processes, organizations, and institutions caused this complexity; which affects human experiences within their cognitive state in all magnitudes. Both organizations and individuals turn to digitally enabled solutions to cope with the problems arising from computerized digitalization.

In the digital world, complexity and digital solutions present new opportunities and challenges for research into the information systems. Systems-wide changes in natural open systems reveal how unorganized entities in a given system, subjected to an externally imposed tension, could engage in far-from-equilibrium dynamic actions. The entities, therefore, could self-organize into distinct phase transitions leading to new higher-level orders [43]. Defacing the machinery and sending out iconoclastic messages, for instance, could drive and hamper these changes in a chaotic situation.

A defacement is a physical act of vandalism or the destruction of a material thing. In the IT field, defacement has been bastardized to mean website destruction. Romagna and Hout [44] defined defacement as a kind of electronic graffiti and, like other forms of vandalism, it has been used to spread messages by "cyber protesters" or politically motivated hackers. Davanzo et al. [22] defined defacement as destruction in the form of a general attack on a website. In this case, the site's content is partially or entirely replaced, by the attacker, with content that is embarrassing to the site owner, for example, disturbing images, political messages, the attacker's signature form, and so on [22]. Meanwhile, Bellman [45] defined defacement as enlightenment. In short, defacement implies causing damage to something which, in this paper, is the ICT users' communication.

In behavioral research, defacement means as an attack aimed at changing users' behavior. Thompson et al. [46] explained that defacers try to make some changes in users' behavior, by manipulating their perceptions of reality. Criminals cannot achieve the desired results from their attack unless the users change their behavior in some way [46]. It is this modification of the users' actions that is an essential link in the cognitive attack sequence. In the case of the multiplayer online battle arena (MOBA) game player, we defined defacement as a communication breakdown that causes someone to decide to deface or vandalize something. In other words, the vandalism of communications equipment aims to destroy the recipient. This paper argues that defacement behavior causes damage that results in behavioral or cognitive changes in MOBA game players. In a game, defacement behavior occurs when a player deliberately throws out bad words to lure other players in and interfere with the game. A user could create chaos among the players so that the other players do not focus on playing the game and do not intend to play it again.

Iconoclasm is the social belief in the importance of destroying icons, images and monuments [47–49]. Latour [23] defined iconoclasm as an act of destruction, where the intention to do damage is apparent. Besides, Clapperton et al. [50] defined iconoclasm as the use of a strategy that represents a logical and instrumental means for using violence to achieve political goals. Furthermore, Clay [49] stated that they used iconoclasm to show domination and control over a group. During research into the field of communication, Smith [51] used iconoclasm via internet memes as a tool to display fake news to damage or reduce the image of a public institution.

In the MOBA game, it described iconoclasm as the destruction of an icon. In this case, it was the "hero." In this game, icons which describe the identity of the game players represent heroes [52]. Iconoclasm tends to harm or destroy the players. It usually occurs when a player chooses a hero that iconoclasts do not like. Iconoclastic players will insult the person because they feel that the hero is not suitable for use in the game. This incident will result in the players' fighting each other, which may also be carried over into the game. This paper argues that when people insult someone else's favorite heroes, the players could lose their cognition. The player is less motivated to play, and he/she stops playing, or continues playing, but not in a serious manner. This chapter also posits that the destruction of communications, either through defacement or iconoclastic actions, is a form of destruction in the MOBA game's communication channel. Both defacement or iconoclasm could destroy the players' cognition and cause chaos in the game.

### **3.3 Experiential value**

The authors recall that chaos theory is supposed to explain complex, non-linear dynamic systems. From a theoretical perspective, this theory is also equivalent to the postmodern paradigm. This paradigm questions deterministic positivism because it recognizes the complexity and diversity of experience. Boccaletti et al. [53] suggested that advocates of the chaos theory enthusiastically highlight signs everywhere. These signs are pointing to the complex dynamic systems which are ubiquitous in the social world, and the similarities between the patterns produced by simulating non-linear systems and sequences. For example, this paper presents how share prices in the stock market and commodity prices fluctuated abruptly because these reactions always change seconds per second.

The diversity of experiential values of ICT users could be characterized by their optimal behavior [24], such as is seen in their flow experience [25]. Experiential values could also be explained as a result of sophisticated learning. Moreover, Moneta and Csikszentmihalyi [26] demonstrated that experiential values require total concentration and a great deal of interest in the activities characterized by optimal experience. The attributes of the experiential values of ICT users are as follows:

