{"title":"青少年电子游戏玩家自我认定的有毒游戏行为","authors":"Maria Ruotsalainen, Mikko Meriläinen","doi":"10.7557/23.7270","DOIUrl":null,"url":null,"abstract":"In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming. ","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"8 5","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Young video game players’ self-identified toxic gaming behaviour\",\"authors\":\"Maria Ruotsalainen, Mikko Meriläinen\",\"doi\":\"10.7557/23.7270\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming. \",\"PeriodicalId\":247562,\"journal\":{\"name\":\"Eludamos: Journal for Computer Game Culture\",\"volume\":\"8 5\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eludamos: Journal for Computer Game Culture\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.7557/23.7270\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.7270","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Young video game players’ self-identified toxic gaming behaviour
In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming.