Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming

Nicole A. Beres, Julian Frommel, Elizabeth Reid, R. Mandryk, Madison Klarkowski
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引用次数: 50

Abstract

Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention—but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These findings further highlight the multifaceted nature of toxicity in online video games.
你不知道你是有毒的吗
电子游戏中毒是网络游戏特有的问题,是一个普遍而复杂的问题。在线游戏中的反社会行为直接损害了玩家的健康、乐趣和留存率——但研究也表明,一些玩家将这种行为正常化,认为这是竞争性电子游戏体验中不可分割和可接受的元素。在这项工作中,我们探索了对毒性的看法,以及如何通过玩家特征来预测它们,证明参与者报告了行为重构、扭曲后果、非人性化和有毒在线去抑制的更高倾向,他们认为在线游戏互动的毒性较小。通过对举报意愿的主题分析,我们也证明了玩家避免举报有害内容,因为他们认为这是可以接受的,是典型的游戏,是玩笑,或者与他们无关。我们认为这些特征和主题代表了毒性周期性正常化的贡献因素。这些发现进一步强调了在线视频游戏中毒性的多面性。
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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