# data[].attributes.body
The system of classification of toxic behaviors is typically maintained by game producers, however it frequently does not account for the dynamic and evolving forms of toxicity. This study examines toxic behavior as placed action and attempts to create a classification of toxic behaviors in League of Legends, one of the biggest esports games in the world right now, from the viewpoint of the player. Five main categories of toxic behaviors and five aspects of context that may contribute to toxic behavior are included in our findings. In doing this, we extend previous academic discussions on toxicity and moderation, indicate the importance of player viewpoint in explaining toxic behavior, and offer a comprehensive, in-depth description of toxic behavior in a team-based competitive gaming setting (Yubo Kou, 2020).

https://dl.acm.org/doi/abs/10.1145/3410404.3414243

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Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends | Proceedings of the Annual Symposium on Computer-Human Interaction in Play

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Toxic behaviors in online gaming such as flaming and harassment have been gaining attention from the research community, yet little consensus has formed about what constitutes toxic behavior. Game developers usually maintain a classification system of toxic behaviors, which oftentimes fails to reflect the dynamic and developing forms of toxicity. In this paper, we consider toxic behavior as situated action, and seek to establish a taxonomy of toxic behaviors from a player perspective in League of Legends, currently one of the largest Esports games in the world. Our findings include five primary types of toxic behaviors, as well as five contextual factors that could lead to toxic behavior. In doing so, we provide a holistic, detailed account of toxic behavior in a team-based competitive gaming context, highlight the role of player perspective in explaining toxic behavior, and extend existing scholarly discussions on toxicity and moderation.

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In examining the participants' experiences, it can be concluded that eSports has toxic individuals who damage its players. These ego-centered eSport settings develop legally detached systems and normalize toxicity. Recognizing these aspects of eSports makes room and promotes equality for all eSport players. When those who are marginalized are repeatedly being gaslighted and bullied into accepting damage as normal practice just serves to worsen the toxic atmosphere and invalidate the experiences of a great number of individuals. One objective of this study was to demonstrate that, if ignored, harmful actions in eSports create a social justice issue. In addition in large part to the separation between standard sports and psychological problems that have only recently been addressed replied. To sum up, it is our responsibility as scholars and researchers in this area to draw attention to and give voice to people who are overlooked in these settings. As we work to address the inequalities in traditional and eSport, we hope to offer fair chances and socially just viewpoints (Joachim Isaiah Santos, 2021).

https://scholarworks.calstate.edu/downloads/dn39x6871

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The study highlights how players create coping strategies to handle toxic relationships and how social factors influence these activities. The results indicate that although toxicity has a major effect on player engagement and pleasure, players frequently stick with games in which they have made both financial and emotional investments, even in the face of negative community interactions. In order to preserve wholesome communities and favorable company views, which will ultimately affect long-term customer behavior and loyalty, the study comes to the conclusion that gaming firms should take preventative actions to eliminate toxicity (Kakalelis, Theodoros

Vallabhu & Nishanth, 2024).

https://gupea.ub.gu.se/handle/2077/82919

# data[].attributes.attachment_link.authors[].name
Author
Kakalelis, Theodoros
Vallabhu, Nishanth

# data[].attributes.attachment_link.title
Rage Quit - Examining the Impact of Toxicity in Online Gaming Communities on Consumer Behavior

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According to Amanda C. Cote (2015), Players who are not the stereotyped straight, white, male "gamers" are still often considered outsiders to online gaming and subjected to harassment because of this, despite the fact that video game audiences have become much more diverse in recent years. In spite of this, a lot of people decide to play games and have created particular coping mechanisms that they use to either prevent or deal with harassment. This gender-based case study investigates how women deal with harassment connected to online gaming through the use of grounded theory and in-depth interviews with female gamers. It demonstrates that women are primarily engaged users who actively control their media landscape to promote satisfying experiences. However, these tactics have disadvantages, like hiding their gaming contributions or inspiring further dislike. Despite the fact that women are skilled media leaders, their ongoing status as "outsiders" has a significant impact on their gaming experiences and highlights the need for cultural change in the online space.

https://journals.sagepub.com/doi/10.1177/1555412015587603

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The types of toxic behavior that players experience in competitive multiplayer real-time strategy (RTS) games is the goal of this project. To do this, we conducted player interviews and ethnographic observations in the well-known RTS game StarCraft II. By using an inductive approach to the data, we were able to identify ten kinds of toxic behavior. Although the intensity and frequency of toxic behaviors can be used to determine their harmfulness, participants' evaluations of the impact of toxic behaviors were influenced by background, extraneous circumstances, and directly witnessed behaviors. We build a conceptual model for distinguishing between behaviors that are slightly bothering and those that are worse based on our empirical findings (Samuli Laato, Bastian Kordyaka, & Juho Hamari, 2024).

https://dl.acm.org/doi/full/10.1145/3613904.3642137

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Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community | Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems

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Authors: Samuli LaatoSamuli LaatoGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland, Bastian KordyakaBastian KordyakaUniversity of Bremen, Germany, Juho HamariJuho HamariGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, FinlandAuthors Info & Claims

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According to Saarinen & Teemu (2017), with hundreds of millions of users worldwide each day, online gaming is currently the amusement of the people. The amount of harmful behavior in online gaming has grown along with its popularity. Nowadays, toxic conduct occurs frequently in online games, and very few people are immune to it. Investigating toxic behavior and its effects on individuals who play online games was the aim of this study.

https://oulurepo.oulu.fi/handle/10024/8796

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Online gaming is the entertainment of the masses nowadays as it entertains hundreds of millions of players around the world on daily basis. Along with the popularity of online gaming, phenomenon of toxic behavior has also taken root in those games. Toxic behavior is strongly present in current day online games and very few people are spared from it nowadays. The purpose of this study was to take a closer look into the toxic behavior and how it affects those who actively play online games.

This study started by conducting literature review to identify the various different aspects that surround the online gaming in addition to toxic behavior. Different types of toxic behavior were also identified from current literature. The themes that emerged from the literature review formed a backbone for constructing a qualitative interview, the designated data gathering method of this study. Aim of the research interviews was to gather information on how the various different toxic behaviors affect the online gaming of the interviewees who were all active online game players. Data gathered by the interviews was analyzed by conducting inductive content analysis, where prominent themes were brought up for closer inspection and reported in the findings.

On a general level, the results of the current study suggested that toxic behavior affects online gaming in a negative way, with very few exceptions. For example, cheating was seen as a behavior that destroys the competition aspect of the game and ruins the game for all the participants, while flaming was often simply discarded as provocation and simply ignored. Tangible toxic behaviors like cheating and griefing were found to affect the gaming experience and flow sensation found in gaming in a very negative way. Unchecked cheating was even found to be a cause for quitting a game for good for some people. The current study found hints of more organized forms of scamming taking place in online games instead of just act that takes place between two players. Even cyberbullying was reported, as multiple stories of players ganging up on single player of lower skill were heard.

The current study provides the reader with up-to-date information on toxic behavior in online games and how it affects the online gaming, mainly from the viewpoint of veteran players. Additionally, based on the interview data and the content analysis, a three-tier list on how to fight toxic behavior was gathered for the game developers. Based on the results of the current study some future research actions were suggested. Cyberbullying in online games was found to be one area in need of a more in depth look, and the link between toxic behaviour and flow in online games was found to require further studies.

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Online gaming is the entertainment of the masses nowadays as it entertains hundreds of millions of players around the world on daily basis. Along with the popularity of online gaming, phenomenon of toxic behavior has also taken root in those games.

# data[].attributes.body
This study aims to investigate toxicity through the views, experiences, and descriptions of game players. Ideas of cultural and symbolic control, feminist game studies, and the lens of masculinity theory are used to further examine the toxicity mentioned. As a result, I have examined the cultural domains of online gaming as social spaces that are occasionally structured where people can be positioned in relation to one another through the use of (more or less symbolic) violence, rules, identities, and habits

(Anita & Hussénius, 2021).

https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1560788&dswid=-2030

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Pushing buttons: an ethnographic interview study on toxicity in online gaming cultures 2021 (English)Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis

Abstract [en]

The purpose of this study is to research toxicity through how it was understood, experienced, and described by game enthusiasts. The toxicity described is further explored through theories of cultural and symbolic domination and through feminist game studies and the lens of masculinity theory. I have thus looked at the cultural fields of online gaming as social domains sometimes structured by hierarchies, where subjects may be positioned in relation to one another by virtue of norms, their identities, habitus, symbolic capital and through (more or less symbolic) violence.

The study is based on semi-structured interviews with six gaming enthusiasts who are about twenty to forty years old, five identifying as men and one identifying as a woman. Interpretation has been conducted through a thematic and discourse analytically inspired method, and through the theoretical framework primarily consisting of Bourdieu´s (developed) theoretical concepts of fields, capital, habitus and symbolic violence, combined with Iris Marion Young's theory of cultural dominance and social constructionist theories on masculinity. The study shows how subjects may make sense of online gaming as a social arena often associated to online violence and discrimination, and how this can be further analysed from a gender studies perspective.

Place, publisher, year, edition, pages

2021. , p. 93

Keywords [en]

toxicity, online gaming, symbolic violence, cultural domination, masculinity National Category Gender Studies

Identifiers

URN: DiVA, id: urn:nbn:se:uu:diva-444218 OAI: oai:DiVA.org:uu-444218 diva2:1560788

Subject / course

Gender research

Educational program

Master Programme in the Humanities - Gender Studies

Supervisors

Examiners

2021-06-172021-06-042021-06-17 Bibliographically approved

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# data[].attributes.attachment_link.title
Pushing buttons: an ethnographic interview study on toxicity in online gaming cultures

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DiVA portal is a finding tool for research publications and student theses written at the following 50 universities and research institutions.

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The results indicated that the majority of adolescents that engage in online gaming are not playing with the goal of making new friends in every game, but to simply hang out and play with the friends they've already made. Since all parties understand that the behavior is lighthearted and not serious, it is referred to as friendly banter rather than toxic behavior between friends. Phrases used between buddies during these games, are also not taken seriously. However, informants expressed that they did not enjoy or wish to hear other players use foul language, particularly if those players had lower in-game ranks or scores. Three of the five matchups contained toxic participants, according to the results (Sascha Felicity V. Oliverio, 2024).

file:///C:/Users/User/Downloads/OLIVERIO_THESIS%20FOR%20PRINTING%20(2).pdf

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A growing and complex issue is video game toxicity, which is linked to playing video games online. Although research has shown that some players absorb toxicity as an essential and acceptable part of the competitive video game experience, disruptive behavior in online play can directly damage player health, pleasure, and engagement. In this study, we investigate how player characteristics predict perceptions of toxicity. We show that participants who report a higher tendency for reinterpretation , distorting consequences, Humiliation, and Toxic Online condition view online game interactions as less toxic. We also show through an overview of willingness to report that players do not report toxic content because they view it as normal, part of the game, as jokes, or as insignificant. We suggest that the cyclic normalization of toxicity is influenced by these characteristics and themes. These results emphasize the complex nature of toxicity in online video games ( Nicole A. Beres, Julian Frommel, Elizabeth Reid, Regan L. Mandryk, & Madison Klarkowski, 2021).

https://dl.acm.org/doi/abs/10.1145/3411764.3445157

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Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming | Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

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Authors: Nicole A BeresNicole A BeresHuman Computer Interaction Lab University of Saskatchewan, Canada, Julian FrommelJulian FrommelDepartment of Computer Science University of Saskatchewan, Canada, Elizabeth ReidElizabeth ReidHuman Computer Interaction Lab University of Saskatchewan, Canada, Regan L MandrykRegan L MandrykDepartment of Computer Science University of Saskatchewan, Canada, Madison KlarkowskiMadison KlarkowskiDepartment of Computer Science University of Saskatchewan, CanadaAuthors Info & Claims

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Toxic Behaviors in online multiplayer  games: Prevalence, perceptions, risk factors of victimization, and psychological consequences

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With the rapid expansion of Online Gaming throughout newer avenues, players are more prone to lack of Communication, Sabotaging, and Grieving. This present investigation explores prevalence, perceptions, risk factors and consequences of victimization in toxic behaviors within the online gaming community. Agnes Zsila, Reza Shabahang, Mara S. Aruguete, Gábor Orozs

Date: 02/03/22

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Results showed that adolescents in rural areas are aware of their toxic behavior, but due to its normalization, do not think of it as a problem and instead see it as part of online gaming culture. This suggests the need to strengthen proper communication and improve maturity among players engaging in online games that require them to socialize. This study aims to fill that gap by exploring the extent and nature of toxic behaviors and the use of offensive language among rural adolescents playing online games in Baybay City, Leyte. Through Symbolic Interactionism, this study aimed to identify the underlying factors contributing to such behaviors and their potential impacts on communication and social development.

(SASCHA FELICITY V OLIVERIO, 2024)

Oliverio, S. F. V. (2024). Understanding toxic gaming behavior and the use of profanity-laced language among rural adolescents in Baybay City, Leyte [Undergraduate thesis]. Visayas State University.

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This study examines if and how players’ perceptions of mutual dependence and power in MMO games are related to toxicity and prosocial behavior in games. Perceived mutual dependence and power are also indirectly related to prosocial and toxic behaviorsthrough players’ passion for games. This study has theoretical implications for scholarship on toxicity, prosocial behaviors, and gameplay, while also providing design and policy implications for MMO games.

(Zicheng Zhu, Renwen Zhang, Yuren Qin/ Sep 15,2022)

https://academic.oup.com/jcmc/article/27/6/zmac017/6700672

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In this paper, it analyze the verbal behavior of players of two prominent competitive

multi-player online games, Defense of the Ancient 2 (DoTA2) and League of Legends (LoL), focusing

on the usage of derogatory terms and toxic behavior. Thus, exploring the use of derogatory terms (profanity/curse words) either verbal or written during game play due to the rapid rise of the eSports the platform added a filtering system which reduces profanity but the fact remains that it still exist and have become even worst and players have found a loop hole in the system which players approaches in a more creative way.

(Tung T. T., & Librenjak S. (2020))

https://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=%E3%83%88%E3%82%A5%E3%83%B3%E3%83%81.%2C+%E3%83%88%E3%82%A5%E3%83%B3%E3%83%81.%2C+%E3%83%AA%E3%83%96%E3%83%AC%E3%83%8B%E3%83%A3%E3%82%AF%E3%82%B5.%2C+%E3%83%AA%E3%83%96%E3%83%AC%E3%83%8B%E3%83%A3%E3%82%AF%E3%82%B5.%2C+Tung+T.+T.%2C+%26+Librenjak+S.+%282020%2C+February+15%29.+Analysis+of+derogative+terms+usage+and+toxicity+in+conversation+between+players+%E2%80%95+Comparison+of+League+of+Legends+and+DoTA2+%E2%80%95.+Copyright+%C2%A9+2007-2008.+https%3A%2F%2Fipu.repo.nii.ac.jp%2Frecords%2F662&btnG=#d=gs_qabs&t=1735517180371&u=%23p%3Dx0dpFYJK9swJ

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In this study, it talks about the toxicity of online multiplayer games such as League of Legends. This study focuses on how toxicity is perceived by other players by exploring and understanding the factors and analyzing solutions to mitigate toxicity. This study highlights the complexity of toxicity and how it's involved subjectively, suggesting better understanding on the key to address the issue.

Kordyaka, Bastian

Laato, Samuli

Hamari, Juho

Scholz, Tobias

Niehaves, Björn

2023

# data[].attributes.attachment_link.authors[].name
Kordyaka, Bastian
Laato, Samuli
Hamari, Juho
Scholz, Tobias
Niehaves, Björn

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What drives gamer toxicity? Essays from players - Trepo

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This study examines how insults, profanity, hate speech, and targeted bullying become normalized in gaming communities, leading players to rationalize such behaviors as typical of games.

(Nicole A. Beres, Julian Frommel, Elizabeth Reid, and Regan L. Mandryk (2021 ))

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This study looks at how players experience and view toxic behaviors in competitive games. It also explains how players try to handle these behaviors emotionally and mentally, using different strategies to avoid being affected. This research is important because it helps us understand the impact of toxicity on players and how they adapt to continue enjoying the games they love.

(Sonam Adinolf, Selen Turkay/2018)

https://doi.org/10.1145/3270316.3271545

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Toxic Behaviors in Esports Games | Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts

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Toxicity in online environments is a complex and a systemic issue. Esports communities seem to be particularly suffering from toxic behaviors. Especially in competitive esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce players’ enjoyment which may cause them to leave the game. The aim of this study is to review design approaches in six major esports games to deal with toxic behaviors and to investigate how players perceive and deal with toxicity in those games. Our preliminary findings from an interview study with 17 participants (3 female) from a university esports club show that players define toxicity as behaviors disrupt their morale and team dynamics, and participants are inclined to normalize negative behaviors and rationalize it as part of the competitive game culture. If they choose to take an action against toxic players, they are likely to ostracize toxic players.

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This study examined the way players of Dota 2 conversed with one another using the “/all chat” feature. The main focus of this was trash-talking and toxicity, two types of interactions. Trash-talking is a way for players to communicate with their fellow players playfully and competitively to provoke or distract opponents without causing harm. Toxicity involves harmful behaviors, like insults, harassment, or hate speech, which can negatively affect players’ experiences. After analyzing 26 chat logs from Southeast Asian servers, this study found that trash-talking is quite common in competitive gaming and it is widely accepted as part of the culture and is used as a gaming strategy by players.

In contrast, toxic behaviors rarely occurred in the “/all chat” feature, however, it surprisingly occurs more often between players of the same team. With this study, we are made aware that trash-talking is indeed part of the gaming culture, however, toxicity tends to be rooted in internal conflicts rather than competition. Understanding this view is relatively important for addressing issues related to player behavior in online games. (Lim, E. H., Vungthong, S., & Trakulkasemsuk, W., 2024)

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According to this study, players show moderate addiction to e-sports, especially when they prefer gaming over other activities, have trouble giving it up, and ignore responsibilities. This was conducted with a sample of 100 participants, primarily high school students averaging 17.5 years old. This study used an online questionnaire based on scales for measuring computer game addiction. The study found that although addiction levels were low in areas like blending e-sports with real life or neglecting responsibilities, players still preferred gaming over other activities. It was also noted that factors such as gender, age, and school type did not significantly influence the addiction levels. The study emphasizes the psychological effects of e-sports, pointing to the need for approaches to manage the potential negative impact on players' daily lives and obligations. (Koc, M., & Tunc, R., 2021)

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This study highlights the concept of how the factors of toxicity affect the entirety of gaming online which pursues one's anger and mental health challenges in sites of playing online multiplayer games. This study defines and shapes on how people experience the concept of toxicity through gaming and how it will affect their health.

Lisanne Wartna, 2023

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According to Sam Farndale(2020)

The toxic behaviours in the online and competitive online games are often dicussed despite its promblem of being rampant. The gaming community has considered it as an understanding of their perspective toward the player’s feeling.

Upon seeing the other players reports and discomforts, they started to create and reinforce rules to ensure that the toxicity among players won’t increase rapidly, and to maintain players from confronting each other. A study was conducted to inform on these community experiences with toxic behaviours to increase their understanding and to assess further studies about their feelings on one of the example of behaviours given.

https://s3-eu-west-1.amazonaws.com/figshare-production-eu-lincoln-storage4588-eu-west-1/42971740/Farndale20Sam2020Computer20Science2020February202020.pdf?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIARRFKZQ25DEWXP57C/20241230/eu-west-1/s3/aws4_request&X-Amz-Date=20241230T074655Z&X-Amz-Expires=10&X-Amz-SignedHeaders=host&X-Amz-Signature=65855fcc3ef642af1fb2d6dda14104e86ece4f5b5773035c45a963adf4f5edc1

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According to Ferguson (2007)

Violence in video games has come under increasing research attention over the past decade, Results indicated that publication bias does exist for experimental studies of aggressive behavior, as well as for non-experimental studies of aggressive behavior and aggressive thoughts. Two previous meta-analyses (Anderson and Bushman, 2001, Sherry, 2001) have produced somewhat different results. The Anderson and Bushman (2001) meta-analysis examined studies across multiple outcome variables including laboratory “aggressive” behavior, aggressive cognitions (including affect), prosocial behavior, and physiological measures such as heart rate.

https://www.sciencedirect.com/science/article/abs/pii/S1359178907000055?via%3Dihub

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According to Shan-Mei Chang and Sunny S.J.(2023)

Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses, The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the study.

https://pubmed.ncbi.nlm.nih.gov/36613121/

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Developing Personas of Gamers with Problematic Gaming Behavior among College Students Based on Qualitative Data of Gaming Motives and Push-Pull-Mooring - PubMed

# data[].attributes.attachment_link.description
Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses. The first study …

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In eSports, players often begin as strangers but bonds form through shared gameplay, supporting each other. This support can grow into emotionally and esteem-based support leading players to have newly found friends as this tends to extend beyond the game and seeps into in-person interactions and relationships. This study highlights the unfolding of these social dynamics in highly competitive digital environments and contributes to theories of medicated social support, which suggest potential leads for future research on social interactions in eSports. (Freeman, G., & Wohn, D. Y., 2017)

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Social Support in eSports | Proceedings of the Annual Symposium on Computer-Human Interaction in Play

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In this paper we report an empirical study of how and what types of social support eSports players can experience from their gameplay. Specifically, we interviewed 26 eSports players and sought out their first-person descriptions of experiences of social support. We found that even though most players started out as strangers, the context of eSports facilitated frequent acts of helping through both tangible and intangible means within the game. Such in-game informational and instrumental support often led to emotional and esteem support, and these different types of support functions not only remained within the context of the game but also “bled” out into in-person interactions and relationships. We contribute to CSCW and HCI by both confirming and augmenting existing theories of mediated social support in this underexplored context. Our findings regarding how emotional and esteem support are built from instrumental support interactions in eSports not only provide a rich description of players’ experiences in highly competitive digital environments and the consequences of their social interactions but also suggest a number of future research opportunities.

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Researchers have identified 51 stress factors that esports players face, including communication problems and the pressure of performing in front of live audiences. These challenges are similar to those experienced by professional athletes like footballers and rugby players in big tournaments.

Dr. Phil Birch, a senior lecturer at the University of Chichester and co-author of the study, said:
"Esports is a huge global industry, but there hasn’t been much research into the mental challenges players face. Our study shows that esports players deal with significant stress during competitions. By addressing these issues, we can help them manage pressure and improve performance."

The study, published in the International Journal of Gaming and Computer-Mediated Simulations, found that poor communication among teammates is a major stressor. Under pressure, players either became overly aggressive or avoided communication entirely, which hurt their performance.

Researchers suggest providing psychological training to help players cope with these pressures. Rob Black, COO of ESL, a leading esports company, said:
"This study proves what we’ve known for years as stress affects player performance. Supporting their mental health is key to the growth of professional esports."

The research is part of the University of Chichester’s work in esports, including its BA (Hons) program that studies the effects of gaming. Rams Singh, a former esports champion and course leader, said:
"To keep players performing at their best, we need to focus on their health and well-being, just like in traditional sports."

Esports gamers face same level of psychological pressure as pro-athletes. (2019, November 19). ScienceDaily. https://www.sciencedaily.com/releases/2019/11/191112110315.htm

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Esports gamers face same level of psychological pressure as pro-athletes

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Videogamers competing in major esports tournaments are under as much pressure and stress as professional athletes. In the first study of its kind, scientists examined the psychological challengers encountered by elite esports competitors and found players exhibited 51 different stress factors.

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Research on digital gaming has evolved since the 1980s, shifting from a focus on negative effects like aggression and addiction to exploring positive impacts such as skill development, learning, and stress reduction. Negative studies link violent games, narcissism, and low self-esteem to aggression (Olejarnik & Romano) and identify gaming as more toxic than social media due to trolling (Cook et al.). Positive research highlights benefits like improved physical health (Rüth et al.), media literacy (Glas et al.), and coping with grief (Eum & Doh). The gray area includes nuanced portrayals of mental illness (Kasdorf) and LGBTQ+ characters (Gaudszun & Elmezeny), and the role of persuasive games in shaping attitudes (Groen & Jacobs). This underscores the complex, multifaceted nature of gaming, requiring a balanced perspective.

Reer, F., Siitonen, M., & De La Hera, T. (2024). Editorial: The dark and the light side of gaming. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1349479

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Edited and reviewed by: Rosanna E. Guadagno, University of Oulu, Finland ✉*Correspondence: Felix Reer felix.reeruni-muenster.de

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Editorial: The dark and the light side of gaming

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Debates about the effects of digital gaming date back to the 1980s and 1990s when first affordable home computer systems were introduced. Early research often concentrated on exploring the potential dark side of gaming, trying to shed light into the social discourses that established relationships between gaming and negative effects in players and gaming communities. These studies have explored, for example, the purported influence of playing violent games on aggressiveness (e.g., Cooper and Mackie, 1986) or focused on the addictive potentials of games (e.g., Fisher, 1994). However, it should be noted that some studies in these research areas have been criticized for methodological reasons and that researchers’ opinions on potential negative effects of gaming differ (Drummond et al., 2018; Nielsen and Kardefelt-Winther, 2018; Pontes, 2018; Scharrer et al., 2018). In spite of these ongoing discussions, there has been a notable shift in the last decades and interest in the light side of gaming has increased. For example, studies have examined the positive potentials of games in terms of skill development (e.g., Bediou et al., 2023), learning (e.g., Clark et al., 2016), and stress reduction (e.g., Pallavicini et al., 2021).

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The study reveals widespread cyberbullying and sexual harassment in esports, disproportionately targeting cisgender and transgender women. Despite women making up 46% of gamers, only 16% are professional competitors, leaving them especially vulnerable. A survey of 145 players across 14 countries found that 96% had faced cyberbullying in the past year, with half of the abuse coming from other players. Prominent female gamers, particularly those on platforms like Twitch, face heightened hostility, harming their mental health. The gaming culture, described as hyper-masculine, marginalizes those outside its traditional demographic. Most professional players lack protections, prompting calls for better support systems to foster a safer, more inclusive environment.

Cyberbullying and sexual harassment rampant in esports. (2024, June 18). Home. https://unisa.edu.au/media-centre/Releases/2024/cyberbullying-and-sexual-harassment-rampant-in-esports/

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Cyberbullying and sexual harassment rampant in esports

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A new Australian study has revealed the dark side of professional video gaming: cyberbullying and sexual harassment.

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The study explores the balance between sportsmanship and trash talk in the $4.3 billion esports industry. Trash talk, like phrases such as "GGEZ" meaning "good games, easy win" is seen by many as motivating but can also create tension. Attempts to sanitize such behavior, like Overwatch’s positive auto-replacements, faced pushback from the gaming community. Controversial incidents, such as the disqualification of a player for "tea-bagging" in Apex Legends, highlight the challenge of distinguishing in-game norms from real-world expectations, particularly as esports becomes more professional. While seasoned gamers may shrug off trash talk, younger players risk adopting toxic behaviors. The study emphasizes the need for better regulation of online gaming environments and suggests that national strategies, like those in Denmark, could foster healthier gaming cultures as esports gains mainstream attention.

Banter or bullying, research says ‘trash talk’ is ingrained in esports. (2024, October 14). CQUniversity. https://www.cqu.edu.au/news/1179877/banter-or-bullying-research-says-trash-talk-is-ingrained-in-esports

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Banter or bullying, research says ‘trash talk’ is ingrained in esports

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Esports, the collective term for global online video game challenges, has embraced ‘trash talk’ as an integral part of competition, according to CQUniversity research.

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eSports events have a great influence on players’ emotional responses that eventually shape their behavior and attitudes towards the game. The study reveals how these environmental factors impact future engagement in competitive gaming by examining the psychological dynamics within eSports. Understanding how factors like social density, cosplay, and cheering behavior influence players’ emotions and actions can shed light on how these dynamics contribute to the psychological factors involved in toxicity and profanity. By examining the role of these social environments, we can better understand their impact on toxic behavior within eSports. (Jang, W. W., Kim, K. A., & Byon, K. K., 2020)

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Frontiers | Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events

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The purpose of this study was to conceptualize social atmospherics in the context of esports attendance and examine the relationship among social atmospheric…

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This study aims to investigate the growing influence of eSports, exploring how mood, personality traits, emotional intelligence, and brand perceptions impact every player. By analyzing these factors, it seeks to better understand how they shape players’ experiences, behaviors, and decision-making processes within the eSports ecosystem. The results aim to improve marketing by helping brands connect with eSports players on a personal level. This connection could increase players' involvement with brands and the overall gaming community. Understanding how these elements affect players can help identify key drivers of behavior and engagement in eSports, which aligns with our interest in how these factors may impact gaming-related toxicity and attitudes. (Skouroliakos, L., Halkiopoulos, C., Gkintoni, E., & Antonopoulou, H., 2017)

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Psychological Affect of e-Sports in e-Marketing via Computational Methods

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E-sports have become a global phenomenon. Recent reports have valued the industry at more than $612 million, with reach extending from Europe and North America,

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This study explores the dual nature of online anonymity and identity shielding. On the positive side, it highlights how anonymity protects privacy, limits data collection, prevents surveillance, and provides safety for vulnerable groups like children, abuse survivors, and those exploring their identities or expressing dissenting opinions. However, the study also details significant risks, including anonymity's role in enabling harmful behavior such as cyberbullying, scams, image-based abuse, and the spread of illegal or harmful content. Anonymous accounts often make it difficult to hold perpetrators accountable, creating challenges for law enforcement, regulators, and platforms. The study proposes potential solutions like stronger identity verification systems, innovative technologies such as blockchain, and transparent policies to balance privacy with accountability. Real-world examples, such as the online abuse faced by public figures like Magda Szubanski and Erin Molan, illustrate the need for this balance. It concludes by emphasizing the importance of evidence-based approaches to ensure online anonymity is used responsibly without undermining its legitimate benefits.

Anonymity and identity shielding | eSafety Commissioner. (2024, July 2). eSafety Commissioner. https://www.esafety.gov.au/industry/tech-trends-and-challenges/anonymity

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A variety of research concludes that violent video games may contribute to the increase in aggression among individuals. Profanity—though not always—has been present in various popular video games such as Rockstar Games' Grand Theft Auto and The Witcher 3: Wild Hunt. Given that most players are in their middle to late adolescence, witnessing such vulgar behavior and language has some negative impacts on players, especially younger players, as this often influences individuals to develop a habit of using foul language. This study also suggests that the GAM, social cognitive theory and the cognitive neo-association model show how profanity in video games can make players adopt aggressive behaviors and thoughts automatically. These findings provide us with foundational insights into the triggers and dynamics of profanity among e-sports players.

(Ivory & Kaestle, 2014)

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The study reveals that players are not strictly toxic or prosocial but can shift between these behaviors based on context. Competitive pressure, frustration from losing, or negative interactions with others can lead to toxic behavior. However, the same players may also display kindness, teamwork, and encouragement in different situations. This duality highlights the complexity of online gaming environments, where emotions and social dynamics fluctuate rapidly.

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In the era of the internet, teen gamers face a toxic gaming landscape, with reports of toxic attitudes increasing from 64% to 72% since 2021. This toxicity leads to a significant dropout rate, with over 67% of gamers leaving due to it. It is a daily occurrence for 68% of the world's 3.2 billion gamers, who face threats, stalking, and harassment. Toxicity in gaming can take various forms, from verbal abuse to discrimination. A study by GameTree.me shows that the shift to random player encounters has contributed to a lack of accountability, fostering toxicity. Misunderstandings and miscommunications are often the cause of perceived toxicity, and clashes in personalities, demographics, and values are the most frequent causes, particularly affecting marginalized groups. Toxicity not only hurts feelings but also risks the fabric of gaming communities, leading to reduced participation and enjoyment. Females and LGBTQ+ gamers are especially affected, with 71% of female gamers not using voice chat due to fear of harassment.

https://www.maddyness.com/uk/2023/12/29/toxicity-in-gaming-unveiling-the-closed-club-and-revolutionising-cooperative-play/

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In this study toxic behavior is widespread in online gaming like League of Legends due to in-game stress and online disinhibition. Past research focused on perpetrators, but this study looks at victims to find factors contributing to victimhood in multiplayer online battle arena games. A global sample of players from two games was surveyed based on three theories. Results showed self-efficacy and benign and toxic disinhibition were key antecedents for being a victim of toxicity, meaning players with low self-efficacy and high online disinhibition are more likely to be victims. Individual characteristics partly explain why some players are more susceptible. The findings have practical implications for game developers and policymakers in community management and player education, such as adding self-efficacy training and disinhibition reduction programs to games. This study adds to the literature on gaming toxicity and calls for more research on victims.

https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2023.1193172/full

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In this study multiplayer games have benefits like enjoyment and social facilitation, but in-game toxicity often undermines these for both players and game developers, and its effects on player well-being aren't fully understood. A study replicated and extended previous work with two online surveys using validated scales to explore links between perceived toxicity in gaming communities and social connectedness outcomes, finding toxicity was related to lower in-game social capital, less need satisfaction of relatedness, and higher loneliness, providing more evidence of toxicity being a problem for multiplayer game communities. Meanwhile, consumers rely on online user reviews for shopping and cybercriminals make fake ones, and while much prior research focuses on automated detection which isn't perfect, consumers need to be able to detect fake reviews on their own, and this study surveys research on how consumers do that.

(Michelle Walther, Timo Jakobi, Steven James Watson, Gunnar Stevens,)(May 2023)

https://www.sciencedirect.com/science/article/pii/S2451958823000118

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In this study digital multiplayer gaming now lacks effective communication systems compared to in-person play, Understanding these behaviors should enable researchers from various fields to find solutions, but the gaming industry has largely ignored the negative environment players face "Toxicity" in multiplayer games refers to angry and discriminatory communication when players are upset or bored but given the growing significance of esports within the broader gaming landscape, it is essential to address the harmful communication patterns that exist online. By doing so, we can enhance the social fabric of a society that is increasingly engaged in gaming activities.

https://globalsportmatters.com/culture/2019/10/16/disruptive-behavior-in-gaming-requires-fundamental-changes/

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The introduction discusses the pervasive issue of "toxic gaming culture" in competitive online multiplayer games, noting that approximately 80% of players report witnessing toxic behaviors, with significant mental health implications, including depression and suicidal thoughts. The concept of toxicity is critiqued for its vague definitions and inconsistent research criteria. Despite this, studies link personality traits such as Machiavellianism and psychopathy to toxic behaviors, influenced by factors like competitiveness, anonymity, and the normalization of aggression. The article aims to review data-collection techniques in existing research rather than synthesize empirical findings, focusing on the strengths and limitations of methods used to study toxic behaviors in e-sports.

Nexø, L. A. (2024). Toxic Behaviours in Esport: A Review of Data-Collection Methods Applied in Studying Toxic

In-Gaming Behaviours. International Journal of Esports, 1(1), Article 127.

https://www.ijesports.org/article/127/html

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SASCHA FELICITY V OLIVERIO

Visayas State University, 2024

This study aims to find the main problems of the toxic behaviors on esports players exploring it’s nature and the use of offensive language among rural adolescents playing online games in Baybay City, Leyte. This study conducted a series of interviews, focus group discussions, and community observation to supply the initial survey.

The results showed that the adolescents in rural areas are aware of their toxic behavior, but due to its normalization, they do not think of it as a problem and instead see it as part of online gaming culture.

https://files.osf.io/v1/resources/zakjb/providers/osfstorage/672390c1d8bf2feebca3501a?action=download&direct&version=1

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Selen Türkay, Jessica Formosa, Sonam Adinolf, Robert Cuthbert, Roger Altizer

Proceedings of the 2020 CHI conference on human factors in computing systems, 1-13, 2020

A study exploring toxicity in university esports clubs found players define toxicity as behavior disrupting morale and teamwork. Players cope with toxicity by ignoring, deescalating or muting offenders. The study highlights the need for understanding player motivations to foster healthy gaming environments and promote positive growth in the esports industry.

https://dl.acm.org/doi/abs/10.1145/3313831.3376191

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Anissa Maharani, Virienia Puspita, Raden Arny Aurora, Nico Wiranito

Jurnal Syntax Admiration 5 (5), 1559-1567, 2024

A comprehensive study examined toxicity in Valorant's competitive environment, focusing on female players' experiences. Findings revealed widespread verbal abuse, harassment and marginalization. Female players hesitated to use voice communication, fearing harassment. Smurfing intensified community issues. To combat toxicity, the gaming industry must adopt holistic approaches, incorporating developer initiatives, community programs and educational efforts prioritizing inclusivity, diversity and respect.

https://www.jurnalsyntaxadmiration.com/index.php/jurnal/article/view/1137

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Julia Kay Tonne

University of Montana, 2024

According to the Researchers University of Montana studies investigated esports participation's effects on students' well-being. Benefits included social connections, stress relief and skill development. However, toxicity, favoritism and inconsistent leadership responses posed challenges. The research highlights successes and areas for improvement.

https://scholarworks.umt.edu/etd/12297/

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Teemu Saarinen

T. Saarinen,2017

This study explores toxic behavior in online gaming, analyzing its impact on players and gameplay. Findings show cheating, griefing and cyberbullying significantly harm gaming experiences, prompting some players to quit. Recommendations for game developers and future research directions are provided.

https://oulurepo.oulu.fi/handle/10024/8796

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This paper analyzes the linguistic components associated with toxic behavior using a large dataset of reported incidents. It aims to understand how language reflects and maintains toxicity within gaming communities

(Haewoon Kwak and Jeremy Blackburn, 2014)

https://www.researchgate.net/publication/267157088_Linguistic_Analysis_of_Toxic_Behavior_in_an_Online_Video_Game

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This study investigates the normalization of toxic behavior within online gaming environments, particularly focusing on how players perceive and rationalize toxicity as an acceptable aspect of their gaming experience.

The study emphasizes that toxicity is not only prevalent but also often goes unreported due to players’ perceptions that such behaviors are normal. The authors argue that addressing this normalization is crucial for fostering healthier gaming communities and reducing toxicity. They suggest that interrupting the cycle of normalization is essential for promoting positive player interactions and enhancing overall player well-being in online gaming environments.

ADDITIONAL INFO.

( The findings reveal that players who exhibit traits such as Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition tend to perceive toxic interactions as less severe. Many players abstain from reporting toxic behavior because they view it as typical or acceptable within the context of competitive gaming. This moral disengagement allows players to rationalize toxic behaviors, which further entrenches these actions within gaming communities.)

(Nicole A. Beres, Julian Frommel, Elizabeth Reid, Regan L. Mandryk, Madison Klarkowski, 2021)