What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games

IntroductionToxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the...

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Main Authors: Bastian Kordyaka, Samuli Laato, Sebastian Weber, Bjoern Niehaves
Format: Article
Language:English
Published: Frontiers Media S.A. 2023-06-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1193172/full
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author Bastian Kordyaka
Samuli Laato
Sebastian Weber
Bjoern Niehaves
author_facet Bastian Kordyaka
Samuli Laato
Sebastian Weber
Bjoern Niehaves
author_sort Bastian Kordyaka
collection DOAJ
description IntroductionToxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the perpetrators and how to mitigate their negative behavior and the consequences. The aim of this study was to approach toxicity from the perspective of the victims instead, and consequently, to investigate the factors that contribute to the experience of victimhood in multiplayer online battle arena games.MethodsA global sample of League of Legends and Defense of the Ancients 2 players (n=313) was collected to test hypotheses based on three theoretical approaches drawn from previous work, namely, the online disinhibition effect, social cognitive theory and theory of planned behavior. Participants were asked to complete a survey that included variables related to the three theoretical approaches.ResultsThe results of the study indicated that self-efficacy, and benign and toxic disinhibition, were the most relevant antecedents for the experience of being a victim of toxicity. Accordingly, the findings thus suggest that players with low self-efficacy and high online disinhibition may be more likely to experience victimhood in multiplayer online battle arena games. In general, insights based on our study demonstrate that individual characteristics partially explain why some players are more susceptible to toxic behavior than others.DiscussionThe study’s results have practical implications for game developers and policymakers, particularly in the areas of community management and player education. For example, game developers may consider incorporating self-efficacy training and disinhibition reduction programs into their games. Overall, this study contributes to the growing body of literature on toxicity in online gaming communities and invites further research into toxicity from the perspective of the victims.
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spelling doaj.art-eac27cf3ac89443baab49d86ccd6b6d02023-06-16T12:48:26ZengFrontiers Media S.A.Frontiers in Psychology1664-10782023-06-011410.3389/fpsyg.2023.11931721193172What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena gamesBastian Kordyaka0Samuli Laato1Sebastian Weber2Bjoern Niehaves3Working Group Digital Public, Faculty 3 - Mathematics and Computer Science, University of Bremen, Bremen, GermanyGamification Group, Tampere University, Tampere, FinlandWorking Group Digital Public, Faculty 3 - Mathematics and Computer Science, University of Bremen, Bremen, GermanyWorking Group Digital Public, Faculty 3 - Mathematics and Computer Science, University of Bremen, Bremen, GermanyIntroductionToxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the perpetrators and how to mitigate their negative behavior and the consequences. The aim of this study was to approach toxicity from the perspective of the victims instead, and consequently, to investigate the factors that contribute to the experience of victimhood in multiplayer online battle arena games.MethodsA global sample of League of Legends and Defense of the Ancients 2 players (n=313) was collected to test hypotheses based on three theoretical approaches drawn from previous work, namely, the online disinhibition effect, social cognitive theory and theory of planned behavior. Participants were asked to complete a survey that included variables related to the three theoretical approaches.ResultsThe results of the study indicated that self-efficacy, and benign and toxic disinhibition, were the most relevant antecedents for the experience of being a victim of toxicity. Accordingly, the findings thus suggest that players with low self-efficacy and high online disinhibition may be more likely to experience victimhood in multiplayer online battle arena games. In general, insights based on our study demonstrate that individual characteristics partially explain why some players are more susceptible to toxic behavior than others.DiscussionThe study’s results have practical implications for game developers and policymakers, particularly in the areas of community management and player education. For example, game developers may consider incorporating self-efficacy training and disinhibition reduction programs into their games. Overall, this study contributes to the growing body of literature on toxicity in online gaming communities and invites further research into toxicity from the perspective of the victims.https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1193172/fulltoxic behaviortoxicitymultiplayer online battle arena gamesvictims of toxicityonline disinhibition effectsocial cognitive theory
spellingShingle Bastian Kordyaka
Samuli Laato
Sebastian Weber
Bjoern Niehaves
What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
Frontiers in Psychology
toxic behavior
toxicity
multiplayer online battle arena games
victims of toxicity
online disinhibition effect
social cognitive theory
title What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
title_full What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
title_fullStr What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
title_full_unstemmed What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
title_short What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
title_sort what constitutes victims of toxicity identifying drivers of toxic victimhood in multiplayer online battle arena games
topic toxic behavior
toxicity
multiplayer online battle arena games
victims of toxicity
online disinhibition effect
social cognitive theory
url https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1193172/full
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