The role of self-regulation and need satisfaction and frustration for predicting toxic behaviour in League of Legends

IF 5.5 Q1 PSYCHOLOGY, EXPERIMENTAL
Computers in human behavior reports Pub Date : 2026-08-01 Epub Date: 2026-07-17 DOI:10.1016/j.chbr.2026.101207
Julian Frommel, Regan L. Mandryk, Daniel Johnson
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引用次数: 0

Abstract

Many online games are affected by toxicity, an umbrella term for disruptive behaviours (e.g., harassment and hate speech). In this paper, we investigated self-regulation ability and basic psychological need satisfaction and frustration as predictors of self-reported toxic behaviours using data from an online survey with 167 League of Legends players. Our findings highlight a negative total effect of self-regulation on toxic behaviours, mostly driven by an indirect effect through need frustration. Beyond this, we further explored how emotion regulation styles relate to toxicity and found a negative relationship between suppressive emotion regulation and toxicity, while dysregulation had a positive association with toxicity. We situate findings in the literature and discuss theoretical as well as practical implications, such as for designing preventative interventions.
在《英雄联盟》中预测不良行为的自我调节、需求满足和挫败感的作用
许多网络游戏都受到“毒性”的影响,“毒性”是破坏性行为(如骚扰和仇恨言论)的总称。在本文中,我们利用167名《英雄联盟》玩家的在线调查数据,调查了自我调节能力、基本心理需求满意度和挫败感作为自我报告的有害行为的预测因素。我们的研究结果强调了自我调节对有毒行为的总体负面影响,主要是由需求挫折的间接影响驱动的。除此之外,我们进一步探讨了情绪调节方式与毒性的关系,发现抑制性情绪调节与毒性之间存在负相关关系,而失调与毒性呈正相关。我们将研究结果置于文献中,并讨论理论和实践意义,例如设计预防性干预措施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
7.80
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0.00%
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