What drives gamer toxicity? Essays from players

dc.contributor.authorKordyaka Bastian
dc.contributor.authorLaato Samuli
dc.contributor.authorHamari Juho
dc.contributor.authorScholz Tobias
dc.contributor.authorNiehaves Björn
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.contributor.organization-code2602214
dc.converis.publication-id180232126
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/180232126
dc.date.accessioned2025-08-27T21:50:31Z
dc.date.available2025-08-27T21:50:31Z
dc.description.abstract<p>Negative online behaviors, such as toxicity, continue being issues in several popular multiplayer online games. Related research suggests that there are individual differences in how players understand the concept, and that various interconnected variables are relevant in understanding the emergence of toxicity. To explore this topic further, in this study, we gathered 16 essays from gamers regarding their experiences of toxicity in online games. Using the Gioia method for qualitative analysis, we divided the concepts described in the essays broadly into characteristics related to (1) the socio-technological setting in which the playing takes place; (2) the stakeholders' individual disposition including personality and player relationships; and (3) situational drivers, meaning events and actions that transpire during gameplay. As an important meta-level implication, our findings raise concerns regarding the lack of a universally shared view on toxicity, which were visible even with the rather homogenous sample of participants in this study. © 2023 Copyright for this paper by its authors.<br></p>
dc.format.pagerange86
dc.format.pagerange95
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid201245
dc.identifier.oldhandle10024/184272
dc.identifier.urihttps://www.utupub.fi/handle/11111/47901
dc.identifier.urlhttps://ceur-ws.org/Vol-3405/paper8.pdf
dc.identifier.urnURN:NBN:fi-fe2025082785298
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryGermanyen_GB
dc.publisher.countrySaksafi_FI
dc.publisher.country-codeDE
dc.relation.conferenceGamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.ispartofseriesCEUR workshop proceedings
dc.relation.volume3405
dc.source.identifierhttps://www.utupub.fi/handle/10024/184272
dc.titleWhat drives gamer toxicity? Essays from players
dc.title.bookProceedings of the 7th International GamiFIN Conference (GamiFIN 2023), Lapland, Finland, April 18-21, 2023
dc.year.issued2023

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