Young video game players’ self-identified toxic gaming behaviour

An interview study

Authors

DOI:

https://doi.org/10.7557/23.7270

Keywords:

Video gaming, toxic behaviour, affect, affordance, young people

Abstract

In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming. 

Publication Facts

Metric
This article
Other articles
Peer reviewers 
2
2.4

Reviewer profiles  N/A

Author statements

Author statements
This article
Other articles
Data availability 
N/A
16%
External funding 
No
32%
Competing interests 
N/A
11%
Metric
This journal
Other journals
Articles accepted 
12%
33%
Days to publication 
70
145

Indexed in

Editor & editorial board
profiles
Academic society 
N/A
Publisher 
Septentrio Academic Publishing

References

Adachi, P. J. C., & Willoughby, T. (2011). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? Psychology of Violence, 1(4), 259–274. https://doi.org/10.1037/a0024908 https://doi.org/10.1037/a0024908

Ahmed, S. (2004). Cultural politics of emotion. Routledge.

Apperley, T. (2010). Gaming rhythms: Play and counterplay from the situated to the global. Institute of Network Cultures.

Apperley, T., & Jayemane, D. (2012). Game studies’ material turn. Westminster Papers in Communication and Culture, 9(1), 5–25. https://doi.org/10.16997/wpcc.145 https://doi.org/10.16997/wpcc.145

Arjoranta, J., & Siitonen, M. (2018). Why do players misuse emotes in Hearthstone?: Negotiating the use of communicative affordances in an online multi-player game. Game Studies, 18(2). https://gamestudies.org/1802/articles/arjoranta_siitonen

Ash, J. (2010). Architectures of affect: anticipating and manipulating the event in processes of videogame design and testing. Environment and Planning D: Society and Space, 28(4), 653–671. https://doi.org/10.1068/d9309 https://doi.org/10.1068/d9309

Ballard, M. E., & Welch, K. M. (2017). Virtual warfare: Cyberbullying and cyber-victimization in MMOG play. Games and Culture, 12(5), 466–491. https://doi.org/10.1177/1555412015592473 https://doi.org/10.1177/1555412015592473

Beres, N. A., Frommel, J., Reid, E., Mandryk, R. L., & Klarkowski, M. (2021). Don’t you know that you’re toxic: Normalization of toxicity in online gaming. In Proceedings of the 2021 CHI conference on human factors in computing systems. https://doi.org/10.1145/3411764.3445157 https://doi.org/10.1145/3411764.3445157

Bergstrom, K. (2021). What is behind the (glass)door? Examining toxic workplace cultures via an employment review site. AoIR Selected Papers of Internet Research. https://doi.org/10.5210/spir.v2021i0.11871 https://doi.org/10.5210/spir.v2021i0.11871

BioWare. (2009–2014). Dragon age franchise [Various systems]. BioWare.

Boudreau, K. (2022). Beyond deviance: Toxic gaming culture and the potential for positive change. Critical Studies in Media Communication, 39(3), 181–190. https://doi.org/10.1080/15295036.2022.2080848 https://doi.org/10.1080/15295036.2022.2080848

Boudreau, K. (2019). Beyond fun: Transgressive gameplay, toxic and problematic behaviour as boundary keeping. In K. Jørgensen & F. Karlsen (Eds.), Transgressions in games and play anthology (pp. 257–272). MIT Press. https://doi.org/10.7551/mitpress/11550.003.0022

Braun, V., & Clarke, V. (2021). Thematic analysis: A practical guide. Sage. https://doi.org/10.1007/978-3-319-69909-7_3470-2

Conway, S. (2020). Poisonous pantheons: God of war and toxic masculinity. Games and Culture, 15(8), 943–961. https://doi.org/10.1177/1555412019858898 https://doi.org/10.1177/1555412019858898

Cook, C., Schaafsma, J., & Antheunis, M. (2018). Under the bridge: An in-depth examination of online trolling in the gaming context. New Media & Society, 20(9), 3323–3340. https://doi.org/10.1177/1461444817748578 https://doi.org/10.1177/1461444817748578

Cote, A. C. (2017). ”I can defend myself”: Women’s strategies for coping with harassment while gaming online. Games and Culture, 12(2), 136–155. https://doi.org/10.1177/1555412015587603 https://doi.org/10.1177/1555412015587603

Cote, A., & Raz, J. G. (2015). In-depth interviews for games research. In P. Lankoski & S. Björk (Eds.), Game research methods (pp. 93–116). ETC Press.

Cremin, C. (2016). Molecular Mario: The becoming-animal of video game compositions. Games and Culture, 11(4), 441–458. https://doi.org/10.1177/1555412015569247 https://doi.org/10.1177/1555412015569247

Cremin, C. (2015). Exploring videogames with Deleuze and Guattari: Towards an affective theory of form. Routledge.

Deleuze, G., & Guattari, F. (1987). A thousand plateaus (B. Massumi, Trans.). University of Minnesota Press. (Original work published 1980)

Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games on aggression. Computers in Human Behavior, 99, 22–27. https://doi.org/10.1016/j.chb.2019.05.002 https://doi.org/10.1016/j.chb.2019.05.002

Fox, J., Gilbert, M., & Tang, W. Y. (2018). Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction. New Media & Society, 20(11), 4056–4073. https://doi.org/10.1177/1461444818767102 https://doi.org/10.1177/1461444818767102

Fox, J., & Tang, W. Y. (2017). Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290–1307. https://doi.org/10.1177/1461444816635778 https://doi.org/10.1177/1461444816635778

Giddings, S. (2009). Events and collusions: A glossary for the microethnography of video game play. Games and Culture, 4(2), 144–157. https://doi.org/10.1177/1555412008325485 https://doi.org/10.1177/1555412008325485

Gray, K. L. (2018). Gaming out online: Black lesbian identity development and community building in Xbox Live. Journal of Lesbian Studies, 22(3), 282–296. https://doi.org/10.1080/10894160.2018.1384293 https://doi.org/10.1080/10894160.2018.1384293

Gray, K. L., Buyukozturk, B., & Hill, Z. G. (2017). Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3). https://doi.org/10.1111/soc4.12458 https://doi.org/10.1111/soc4.12458

Greer, S. (2013). Playing queer: Affordances for sexuality in Fable and Dragon Age. Journal of Gaming & Virtual Worlds, 5(1), 3–21. https://doi.org/10.1386/jgvw.5.1.3_1 https://doi.org/10.1386/jgvw.5.1.3_1

Grossberg, L. (1992). We gotta get out of this place: Popular conservatism and postmodern culture. Routledge.

Hilvert-Bruce, Z., & Neill, J. T. (2020). I’m just trolling: The role of normative beliefs in aggressive behaviour in online gaming. Computers in Human Behavior, 102, 303–311. https://doi.org/10.1016/j.chb.2019.09.003 https://doi.org/10.1016/j.chb.2019.09.003

Hoffman, K. M. (2019). Social and cognitive affordances of two depression-themed games. Games and Culture, 14(7–8), 875–895. https://doi.org/10.1177/1555412017742307 https://doi.org/10.1177/1555412017742307

Kahila, J., Viljaranta, J., Kahila, S., Piispa-Hakala, S., & Vartiainen, H. (2022). Gamer rage—Children’s perspective on issues impacting losing one’s temper while playing digital games. International Journal of Child-Computer Interaction, 33. https://doi.org/10.1016/j.ijcci.2022.100513 https://doi.org/10.1016/j.ijcci.2022.100513

Karhulahti, V.-M. (2022). Esport play: Anticipation, attachment, and addiction in psycholudic development. Bloomsbury.

Kordyaka, B., Jahn, K., & Niehaves, B. (2020). Towards a unified theory of toxic behavior in video games. Internet Research, 30(4), 1081–1102. https://doi.org/10.1108/INTR-08-2019-0343 https://doi.org/10.1108/INTR-08-2019-0343

Kou, Y., & Gui, X. (2021). Flag and flaggability in automated moderation: The case of reporting toxic behavior in an online game community. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3411764.3445279 https://doi.org/10.1145/3411764.3445279

Kowert, R. (2020). Dark participation in games. Frontiers in Psychology, 11, 2969. https://doi.org/10.3389/fpsyg.2020.598947 https://doi.org/10.3389/fpsyg.2020.598947

Kuznekoff, J. H., & Rose, L. M. (2013). Communication in multiplayer gaming: Examining player responses to gender cues. New Media & Society, 15(4), 541–556. https://doi.org/10.1177/1461444812458271 https://doi.org/10.1177/1461444812458271

Kwak, H., Blackburn, J., & Han, S. (2015). Exploring cyberbullying and other toxic behavior in team competition online games. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 3739–3748). https://doi.org/10.1145/2702123.2702529 https://doi.org/10.1145/2702123.2702529

Liu, Y., & Agur, C. (2023). “After all, they don’t know me”: Exploring the psychological mechanisms of toxic behavior in online games. Games and Culture, 18(5), 598–621. https://doi.org/10.1177/15554120221115397 https://doi.org/10.1177/15554120221115397

Maloney, M., Roberts, S., & Graham, T. (2019). Gender, masculinity and video gaming: Analysing Reddit’s r/gaming community. Springer. https://doi.org/10.1007/978-3-030-28262-2 https://doi.org/10.1007/978-3-030-28262-2

Massumi, B. (2005). Notes on the translation and acknowledgments.

In Deleuze, G., & Guattari, F. A., A thousand plateaus: Capitalism and

schizophrenia (B. Massumi, Trans.) (pp. ix–xvi). University of Minnesota Press.

Mathur, M. B., & VanderWeele, T. J. (2019). Finding common ground in meta-analysis “wars” on violent video games. Perspectives on Psychological Science, 14(4), 705–708. https://doi.org/10.1177/1745691619850104 https://doi.org/10.1177/1745691619850104

Meriläinen, M., & Ruotsalainen, M. (2023). The light, the dark, and everything else: Making sense of young people’s digital gaming. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1164992 https://doi.org/10.3389/fpsyg.2023.1164992

Meriläinen, M., & Ruotsalainen, M. (2022). Sanailua, suunsoittoa ja syrjintää: Nuorten kokemuksia pelikäytöksestä [Banter, trash talk, and discrimination: Youth experiences of in-game conduct]. Pelitutkimuksen vuosikirja, 49–71. https://pelitutkimus.journal.fi/article/view/116988

Moreau, A., Bethencourt, A., Payet, V., Turina, M., Moulinard, J., Chabrol, H., & Chauchard, E. (2023). Rage in video gaming, characteristics of loss of control among gamers: A qualitative study. Psychology of Popular Media. https://doi.org/10.1037/ppm0000481 https://doi.org/10.1037/ppm0000481

Nakamura, L. (2012). “It’s a n****r in here! Kill the n****r!”: User-generated media campaigns against racism, sexism, and homophobia in digital games. In K. Gates (Ed.), The international encyclopedia of media studies volume VI: Media studies futures. Blackwell Publishing. https://doi.org/10.1002/9781444361506.wbiems159 https://doi.org/10.1002/9781444361506.wbiems159

Neto, J. A. M., Yokoyama, K. M., & Becker, K. (2017). Studying toxic behavior influence and player chat in an online video game. Proceedings of the International Conference on Web Intelligence (pp. 26–33). https://doi.org/10.1145/3106426.3106452 https://doi.org/10.1145/3106426.3106452

Norman, D. (1988). The psychology of everyday things. Basic Books.

Ortiz, S. M. (2019). “You can say I got desensitized to it”: How men of color cope with everyday racism in online gaming. Sociological Perspectives, 62(4), 572–588. https://doi.org/10.1177/0731121419837588 https://doi.org/10.1177/0731121419837588

Passmore, C. J., & Mandryk, R. L. (2020). A taxonomy of coping strategies and discriminatory stressors in digital gaming. Frontiers in Computer Science, 2. https://doi.org/10.3389/fcomp.2020.00040 https://doi.org/10.3389/fcomp.2020.00040

Respawn Entertainment. (2019). Apex legends [Various systems]. Respawn Entertainment.

Riemer, J. W. (1977). Varieties of opportunistic research. Urban Life, 5(4), 467–477. https://doi.org/10.1177/089124167700500405 https://doi.org/10.1177/089124167700500405

Rimington, E. M. (2018). The social function of toxic behaviour in an online video game. [Doctoral dissertation, University of Southampton]. https://eprints.soton.ac.uk/429745/

Riot Games. (2020). Valorant [PC]. Riot Games.

Ross, T. L., & Weaver, A. J. (2012). Shall we play a game? Journal of Media Psychology, 24(3), 102–112. https://doi.org/10.1027/18641105/a000068 https://doi.org/10.1027/1864-1105/a000068

Ruotsalainen, M., & Friman, U. (2018). “There are no women and they all play Mercy”: Understanding and explaining (the lack of) women’s presence in esports and competitive gaming. DiGRA Nordic ‘18: Proceedings of 2018 International DiGRA Nordic Conference. http://www.digra.org/wp-content/uploads/digital-library/DiGRA_Nordic_2018_paper_31.pdf

Salter, A., & Blodgett, B. (2017). Toxic geek masculinity in media: Sexism, trolling, and identity policing. Springer. https://doi.org/10.1007/978-3-319-66077-6

Sedgwick, E. K. (2003). Paranoid reading and reparative reading, or, you’re so paranoid, you probably think this essay is about you. In Touching feeling: Affect, pedagogy, performativity (pp. 123–151). Duke University Press. https://doi.org/10.1215/9780822384786-005

Shouse, E. (2005). Feeling, emotion, affect. M/C Journal, 8(6). https://doi.org/10.5204/mcj.2443 https://doi.org/10.5204/mcj.2443

Stenros, J. (2015). Playfulness, play, and games: A constructionist ludology approach [Doctoral dissertation, Tampere University]. https://trepo.tuni.fi/handle/10024/96986

Stenros, J. (2014). In defence of a magic circle: The social, mental and cultural boundaries of play. Transactions of the Digital Games Research Association, 1(2), 147–185. https://doi.org/10.26503/todigra.v1i2.10 https://doi.org/10.26503/todigra.v1i2.10

Suler, J. (2004). The online disinhibition effect. CyberPsychology & Behavior, 7(3), 321–326. https://doi.org/10.1089/1094931041291295 https://doi.org/10.1089/1094931041291295

Taira, T. (2007). Affekti ja kulttuurintutkimus. niin & näin, 2/07, 47–53. https://netn.fi/fi/artikkeli/energian-ja-emootion-valissa-affekti-ja-kulttuurintutkimus

Taylor, N., & Hammond, R. (2018). Outside the lanes: Supporting a non-normative League of Legends community. In T. Harper, M. B. Adams, & N. Taylor (Eds.), Queerness in play (pp. 225–242). Springer. https://doi.org/10.1007/978-3-319-90542-6_13 https://doi.org/10.1007/978-3-319-90542-6_13

Türkay, S., Formosa, J., Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See no evil, hear no evil, speak no evil: How collegiate players define, experience and cope with toxicity. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376191 https://doi.org/10.1145/3313831.3376191

Ubisoft Montreal. (2015). Rainbow six: Siege [Various systems]. Ubisoft.

Valve & Hidden Path Entertainment. (2012). Counter-strike: Global offensive [PC]. Valve and Hidden Path Entertainment.

Walters, G. D. (2021). School-age bullying victimization and perpetration: A meta-analysis of prospective studies and research. Trauma, Violence, & Abuse, 22(5), 1129–1139. https://doi.org/10.1177/1524838020906513 https://doi.org/10.1177/1524838020906513

Zhu, F. (2023). The intelligence of player habits and reflexivity in Magic: The Gathering Arena limited draft. Angelaki, 28(3), 38–55. https://doi.org/10.1080/0969725-X.2023.2216545 https://doi.org/10.1080/0969725X.2023.2216545

Downloads

Published

2023-12-14

How to Cite

Ruotsalainen, M. and Meriläinen, M. (2023) “Young video game players’ self-identified toxic gaming behaviour: An interview study”, Eludamos: Journal for Computer Game Culture, 14(1), pp. 147–173. doi: 10.7557/23.7270.

Funding data