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    Exploring Toxic Behaviour in Online Multiplayer Video Games

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    Antisocial behaviour exists across a variety of domains. A large body of literature exists investigating these behaviours, both in-person and technologically mediated. Negative outcomes of exposure to these behaviours have been well-documented across both domains and include lower self-esteem, increased anxiety, and increased levels of depression. One digital domain that people are concerned about is antisocial behaviour occurring in video games, referred to as toxic behaviour. Toxic behaviour in games may have negative outcomes, as found in antisocial behaviour outside of games. Despite the potential for harm, important information such as what toxic behaviour consists of, and how often it is experienced is currently unclear, with no current large-scale research investigation these behaviours having been identified during the literature search. Similarly, little is known about whether players believe enough is already being done to combat toxic behaviour, and how players would suggest it can be mitigated. To address this, two cross-sectional studies were conducted. The first study collected reports of players’ most recent experience of toxic behaviour. These accounts were analysed to form a hierarchical structure of toxic behaviour rooted in the experience of players themselves. The second study surveyed players regarding three key factors: How often they experienced toxic behaviour; Their beliefs on whether enough is being done to combat it; and suggestions for potential strategies to mitigate toxic behaviour in games. 92% of participants reported experiencing toxic behaviour in- game within the last 12 months, and 74.2% reported they do not believe the games industry is doing enough to combat at least one form of toxic behaviour. Additionally, nine methods for the mitigation of toxic behaviour were crowdsourced from players. This thesis therefore provides an initial categorization scheme for toxic behaviour. Results also suggest players may experience toxic behaviour more commonly than believed in current research and believe games companies are not doing enough to combat these behaviours
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