Beyond "toxicity:" Rethinking rage, rivalry, and regulation in online games.

IF 6.3 1区 医学 Q1 PSYCHIATRY
Elias Aboujaoude
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引用次数: 0

Abstract

The nomenclature used to describe harmful behavior in gaming remains vague and inconsistently applied. "Toxicity" has become the dominant label, yet it functions as an umbrella term encompassing heterogeneous behaviors that differ by context, intent, and cultural norms. This conceptual ambiguity obscures underlying psychological mechanisms that are critical for designing effective interventions. This article looks beyond descriptors to focus on psychological dynamics and how they can inform effective prevention efforts. We conducted a conceptual analysis integrating mimetic theory with existing literature on competitive gaming environments, online aggression, and community governance. We evaluated how gaming rivalry, internal group conflict, and scapegoating processes manifest in digital play and contribute to toxic behavior. Mimetic theory highlights how competitive structures can intensify interpersonal rivalry, foster cycles of retaliation, and create conditions in which players direct hostility toward convenient targets. These dynamics help explain why toxicity often escalates rapidly and becomes normalized within gaming communities. Evidence suggests that reducing competitive pressures through game design changes and strengthening community standards can mitigate these patterns. However, structural factors-such as platform incentives and limited oversight-may constrain the effectiveness of voluntary measures. Toxicity emerges from psychological, cultural, and economic forces that interact within competitive digital environments. This perspective underscores the limitations of purely taxonomic approaches and highlights the need for systemic interventions. Efforts to reduce toxicity in gaming require a comprehensive strategy that integrates psychological insight, cultural context, platform economics, and proactive governance. Mimetic theory offers a useful framework for guiding such multifaceted approaches and for informing future research on harmful online behavior.

超越“毒性”:重新思考网络游戏中的愤怒、竞争和监管。
用于描述游戏中有害行为的术语仍然是模糊的,并且不一致。“毒性”已经成为主流标签,但它作为一个总括性术语,涵盖了因环境、意图和文化规范而不同的异质行为。这种概念上的模糊性模糊了对设计有效干预措施至关重要的潜在心理机制。这篇文章将超越描述符,重点关注心理动力学,以及它们如何为有效的预防工作提供信息。我们将模仿理论与现有的关于竞争性游戏环境、在线攻击和社区治理的文献相结合,进行了概念性分析。我们评估了游戏竞争、内部群体冲突和替罪羊过程如何在数字游戏中表现出来,并导致有害行为。模仿理论强调了竞争结构如何加剧人际竞争,促进报复循环,并创造条件,让玩家将敌意直接指向方便的目标。这些动态有助于解释为什么毒性通常会迅速升级并在游戏社区中变得常态化。有证据表明,通过改变游戏设计和加强社区标准来减少竞争压力可以缓解这些模式。然而,结构性因素——如平台激励和有限的监督——可能会限制自愿措施的有效性。在竞争激烈的数字环境中,心理、文化和经济力量相互作用产生毒性。这一观点强调了纯分类学方法的局限性,并强调了系统干预的必要性。减少游戏中的毒性需要综合策略,包括心理洞察力、文化背景、平台经济和主动管理。模仿理论为指导这种多方面的方法提供了一个有用的框架,并为未来对有害网络行为的研究提供了信息。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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