Defining toxicity in multiplayer online games: A systematic literature review

dc.contributor.authorKordyaka, Bastian
dc.contributor.authorKaraosmanoglu, Sukran
dc.contributor.authorLaato, Samuli
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id499603708
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/499603708
dc.date.accessioned2026-01-21T12:18:12Z
dc.date.available2026-01-21T12:18:12Z
dc.description.abstractDriven by the technological advances of recent years and the opportunity to interact in real-time with others worldwide, toxicity in multiplayer games emerged as a major issue impacting players' well-being and the eSports industry-a lose-lose situation. Despite its urgency, there remains a lack of consensus on the definition of toxicity. To address this, we conducted a systematic literature review (N =853), identifying 32 articles in human-computer interaction databases. Analyzing the identified articles using inductive content analysis, we present (i) a complex picture of various toxicity conceptualizations in the existing literature, (ii) a unifying multidimensional definition for toxicity, (iii) a demonstration of the definition's application as a sequential process relating to widely encountered acts of toxicity, and (iv) recommendations for future research on toxicity, particularly in the growing domain of eSports. Specifically, we provide the following definition for toxicity in multiplayer online games: "A collective term for acts that are perceived as disruptive by other players that do not occur as a requirement of gameplay that can take different (a) forms of interaction (text and/or speech and/or behavior), (b) targets (teammates and/or opponents), (c) intentions (external and/or internal), and (d) timing (action and/or reaction)."
dc.identifier.olddbid212316
dc.identifier.oldhandle10024/195334
dc.identifier.urihttps://www.utupub.fi/handle/11111/49269
dc.identifier.urlhttps://doi.org/10.1016/j.chbr.2025.100698
dc.identifier.urnURN:NBN:fi-fe202601216806
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline515 Psykologiafi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherElsevier BV
dc.publisher.countryNetherlandsen_GB
dc.publisher.countryAlankomaatfi_FI
dc.publisher.country-codeNL
dc.publisher.placeAMSTERDAM
dc.relation.articlenumber100698
dc.relation.doi10.1016/j.chbr.2025.100698
dc.relation.ispartofjournalComputers in human behavior reports
dc.relation.volume19
dc.source.identifierhttps://www.utupub.fi/handle/10024/195334
dc.titleDefining toxicity in multiplayer online games: A systematic literature review
dc.year.issued2025

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