定义多人在线游戏中的毒性:系统文献综述

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Bastian Kordyaka , Sukran Karaosmanoglu , Samuli Laato
{"title":"定义多人在线游戏中的毒性:系统文献综述","authors":"Bastian Kordyaka ,&nbsp;Sukran Karaosmanoglu ,&nbsp;Samuli Laato","doi":"10.1016/j.chbr.2025.100698","DOIUrl":null,"url":null,"abstract":"<div><div>Driven by the technological advances of recent years and the opportunity to interact in real-time with others worldwide, toxicity in multiplayer games emerged as a major issue impacting players’ well-being and the eSports industry—a lose–lose situation. Despite its urgency, there remains a lack of consensus on the definition of toxicity. To address this, we conducted a systematic literature review (<span><math><mi>N</mi></math></span>=853), identifying 32 articles in human–computer interaction databases. Analyzing the identified articles using inductive content analysis, we present (i) a complex picture of various toxicity conceptualizations in the existing literature, (ii) a unifying multidimensional definition for toxicity, (iii) a demonstration of the definition’s application as a sequential process relating to widely encountered acts of toxicity, and (iv) recommendations for future research on toxicity, particularly in the growing domain of eSports. Specifically, we provide the following definition for toxicity in multiplayer online games: <em>”A collective term for acts that are perceived as disruptive by other players that do not occur as a requirement of gameplay that can take different (a) forms of interaction (text and/or speech and/or behavior), (b) targets (teammates and/or opponents), (c) intentions (external and/or internal), and (d) timing (action and/or reaction)</em>.”</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100698"},"PeriodicalIF":5.8000,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Defining toxicity in multiplayer online games: A systematic literature review\",\"authors\":\"Bastian Kordyaka ,&nbsp;Sukran Karaosmanoglu ,&nbsp;Samuli Laato\",\"doi\":\"10.1016/j.chbr.2025.100698\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Driven by the technological advances of recent years and the opportunity to interact in real-time with others worldwide, toxicity in multiplayer games emerged as a major issue impacting players’ well-being and the eSports industry—a lose–lose situation. Despite its urgency, there remains a lack of consensus on the definition of toxicity. To address this, we conducted a systematic literature review (<span><math><mi>N</mi></math></span>=853), identifying 32 articles in human–computer interaction databases. Analyzing the identified articles using inductive content analysis, we present (i) a complex picture of various toxicity conceptualizations in the existing literature, (ii) a unifying multidimensional definition for toxicity, (iii) a demonstration of the definition’s application as a sequential process relating to widely encountered acts of toxicity, and (iv) recommendations for future research on toxicity, particularly in the growing domain of eSports. Specifically, we provide the following definition for toxicity in multiplayer online games: <em>”A collective term for acts that are perceived as disruptive by other players that do not occur as a requirement of gameplay that can take different (a) forms of interaction (text and/or speech and/or behavior), (b) targets (teammates and/or opponents), (c) intentions (external and/or internal), and (d) timing (action and/or reaction)</em>.”</div></div>\",\"PeriodicalId\":72681,\"journal\":{\"name\":\"Computers in human behavior reports\",\"volume\":\"19 \",\"pages\":\"Article 100698\"},\"PeriodicalIF\":5.8000,\"publicationDate\":\"2025-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in human behavior reports\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2451958825001137\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in human behavior reports","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2451958825001137","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0

摘要

近年来,在技术进步的推动下,多人游戏中的毒性成为影响玩家健康和电子竞技行业的主要问题,这是一种双输的局面。尽管问题紧迫,但对毒性的定义仍缺乏共识。为了解决这个问题,我们进行了系统的文献综述(N=853),在人机交互数据库中确定了32篇文章。使用归纳内容分析分析已确定的文章,我们提出(i)现有文献中各种毒性概念化的复杂图景,(ii)毒性的统一多维定义,(iii)该定义作为与广泛遇到的毒性行为相关的顺序过程的应用演示,以及(iv)对未来毒性研究的建议,特别是在不断发展的电子竞技领域。具体来说,我们为多人在线游戏中的毒性提供了以下定义:“一个集体术语,指的是被其他玩家视为破坏性的行为,而这些行为并非作为玩法的要求而发生,可以采取不同的(A)互动形式(文本和/或言语和/或行为),(b)目标(队友和/或对手),(c)意图(外部和/或内部),以及(d)时机(行动和/或反应)。”
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Defining toxicity in multiplayer online games: A systematic literature review
Driven by the technological advances of recent years and the opportunity to interact in real-time with others worldwide, toxicity in multiplayer games emerged as a major issue impacting players’ well-being and the eSports industry—a lose–lose situation. Despite its urgency, there remains a lack of consensus on the definition of toxicity. To address this, we conducted a systematic literature review (N=853), identifying 32 articles in human–computer interaction databases. Analyzing the identified articles using inductive content analysis, we present (i) a complex picture of various toxicity conceptualizations in the existing literature, (ii) a unifying multidimensional definition for toxicity, (iii) a demonstration of the definition’s application as a sequential process relating to widely encountered acts of toxicity, and (iv) recommendations for future research on toxicity, particularly in the growing domain of eSports. Specifically, we provide the following definition for toxicity in multiplayer online games: ”A collective term for acts that are perceived as disruptive by other players that do not occur as a requirement of gameplay that can take different (a) forms of interaction (text and/or speech and/or behavior), (b) targets (teammates and/or opponents), (c) intentions (external and/or internal), and (d) timing (action and/or reaction).”
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
7.80
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信