Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Jin Kim, Naishly Ortiz
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引用次数: 0

Abstract

BackgroundOnline multiplayer video games are characterized by competitiveness and collaboration: the former resonates with toxicity and the latter with civic values. While it is urgent to consider efficient ways to cope with toxicity, it is worth interrogating how gamers shift between toxic competitiveness and gaming citizenship.AimDrawing on feminist game studies, gaming citizenship, and ludic ethics approaches, this study examined how gamers embrace and resist toxic behaviors simultaneously in community contexts.MethodWe conducted in-depth interviews with twenty-two Overwatch players from June 2021 to May 2023 to elaborate the players experiences of toxic behaviors, their coping mechanisms, and the roles of gaming communities. Purposive and snowball samplings were used to recruit participants who regularly played competitive modes in Overwatch.ResultsFrom the interviews, two types of toxicity (tolerable, intolerable) were identified. Of the anti-toxic measures, ignoring was addressed as a common but problematic measure, while intervention as most effective measure. Gamers’ involvement in communities was discussed within three common frameworks: prosociality, gamer education, and gamer transformation. Overall, the interviewees showed ambivalence toward usage of anti-toxic measures. With limitations, we found that game communities can serve a venue for gaming citizenship to provide institutional supports for gamers.ConclusionThis study contributes to scholarship on gaming toxicity and gaming citizenship. Our study illustrated that gaming communities are battlegrounds between prosociality and toxicity. We do not see vilification of toxicity as a panacea for toxic gaming problems. In that sense, gaming citizenship discourses helps to rekindle debate about stigmatized assumptions about toxicity.
毒性还是亲社会性?竞争性电子游戏社区中的公民价值和游戏公民身份
背景在线多人视频游戏的特点是竞争性和协作性:前者与毒性产生共鸣,后者与公民价值观产生共鸣。本研究借鉴了女权主义游戏研究、游戏公民权和鲁迪克伦理学的方法,考察了游戏玩家如何在社区语境中同时接受和抵制有毒行为。我们采用了有目的抽样和滚雪球抽样的方法,招募了经常玩《守望先锋》竞技模式的参与者。结果通过访谈,我们发现了两种类型的毒性(可忍受和不可忍受)。在抗毒措施中,忽略是一种常见但有问题的措施,而干预则是最有效的措施。受访者在三个共同框架内讨论了游戏玩家参与社区活动的问题:亲社会性、游戏玩家教育和游戏玩家转型。总体而言,受访者对使用反毒措施表现出矛盾的态度。尽管存在局限性,但我们发现,游戏社区可以作为游戏公民身份的一个场所,为游戏玩家提供制度支持。我们的研究表明,游戏社区是亲社会性和毒性的战场。我们并不认为诋毁毒性是解决游戏毒性问题的灵丹妙药。从这个意义上说,游戏公民权的论述有助于重新引发关于毒性的污名化假设的讨论。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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