Misplay or malice? Players’ interpretations of poor gameplay in competitive team-based multiplayer online games

IF 5.5 Q1 PSYCHOLOGY, EXPERIMENTAL
Computers in human behavior reports Pub Date : 2026-08-01 Epub Date: 2026-08-19 DOI:10.1016/j.chbr.2026.101245
Valerie Yu, Benjamin H. Detenber, Sonny Rosenthal
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引用次数: 0

Abstract

Research on perceptions of gaming toxicity has focused on its verbal forms, while gameplay-related forms remain relatively understudied. Furthermore, assessments of gameplay actions as toxic may depend on situational considerations. The present study used a controlled experiment to examine player interpretations of gameplay sabotage using pre-recorded gameplay scenarios from the game, League of Legends. We found that the presence of gameplay sabotage elicited stronger negative emotions and triggered greater player-reported intentions to retaliate and correct the offending player than in comparable instances of unintentional poor gameplay. Further exploratory analyses suggested that participants rated poor gameplay as less acceptable in more competitively framed gameplay settings, even without the presence of overt gameplay sabotage. Exploratory analyses also suggested that players reported a greater likelihood of correcting poor gameplay when anticipated future interaction with the offending individual was low. These findings provide novel insights into how intentional gameplay sabotage and broader gameplay contexts such as competition and anticipated future interaction may independently shape players’ interpretations of poor gameplay in competitive multiplayer online games.
失误还是恶意?玩家对基于团队的竞争性多人在线游戏糟糕玩法的解读
关于游戏毒性认知的研究主要集中在语言形式上,而与游戏玩法相关的形式研究相对较少。此外,对玩法行为是否有害的评估可能取决于情境考虑。目前的研究使用了一个控制实验来检验玩家对游戏玩法破坏的解释,使用的是《英雄联盟》中预先记录的游戏玩法场景。我们发现,与无意的糟糕玩法相比,玩法破坏的存在会引发更强烈的负面情绪,并引发玩家更强烈的报复和纠正冒犯玩家的意图。进一步的探索性分析表明,在更具竞争性的游戏设置框架中,参与者认为糟糕的游戏玩法更难以接受,即使没有明显的游戏玩法破坏。探索性分析还表明,当玩家对未来与冒犯者互动的预期较低时,他们更有可能纠正糟糕的游戏玩法。这些发现为有意玩法破坏和更广泛的玩法背景(如竞争和预期的未来互动)如何独立塑造玩家对竞争性多人在线游戏中糟糕玩法的理解提供了新的见解。
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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