11 research outputs found

    Comparing shades of darkness: trolling victims’ experiences on social media vs. online gaming

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    Although there is ample literature available on toxicity in games, as there is regarding trolling on social media, there are few to no cross-platform studies on toxicity and trolling. In other words, the extant literature focuses on one platform at a time instead of comparing and contrasting them. The present work aims to rectify this gap by analyzing interviews from a larger study of 22 self-proclaimed victims of in-game trolling to not only determine whether social media or gaming communities are considered more toxic but also to explore how definitions of the word ‘trolling’ change depending on the platform in question. We found that while definitions of in-game trolling behavior focused on behavioral styles of trolling (e.g., throwing one’s avatar into enemy fire to disadvantage one’s team, and blocking other players’ avatars’ movement), social media trolling is defined by more sinister actions such as misinformation spreading and ‘canceling’ other users. We also found that gaming is perceived as generally more toxic than social media, often due to company policies or lack thereof. Practical and theoretical implications for the study of toxicity in all online communities – gaming or social-media based – are discussed

    “Horror, guilt and shame” – Uncomfortable Experiences in Digital Games

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    Gameplay frequently involves a combination of positive and negative emotions, where there is increasing interest in how to design for more complex forms of player experience. However, despite the risk that some of these experiences may be uncomfortable, there has been little empirical investigation into how discomfort manifests during play and its impact on engagement. We conducted a qualitative investigation using an online survey (N=95), that focused on uncomfortable interactions across three games: Darkest Dungeon, Fallout 4 and Papers, Please. The findings suggest games create discomfort in a variety of ways; through providing high-pressure environments with uncertain outcomes and difficult decisions to make, to the experience of loss and exposing players to disturbing themes. However, while excessive discomfort can jeopardize player engagement, the findings also indicate that discomfort can provide another facet to gameplay, leading to richer forms of experience and stimulating wider reflections on societal issues and concerns

    Exercising with embodied young avatars

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    Dataset for the paper, Exercising with embodied young avatars: How young versus older avatars in virtual reality affect perceived exertion and physical activity among male and female elderly individual

    Open Data

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    Helping others and improving myself: The effects of natural- and supernatural-based awe in virtual reality

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    Supplementary data--including description of variables not employed but meausured in this study and additional analyses controlling for various factors

    Beat Saber as virtual-reality (VR) exercising in 360 degrees

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    Dataset for the paper, Beat Saber as virtual reality exercising in 360 degrees: A moderated mediation model of VR playable angles on physiological and psychological outcome

    Trolls Without Borders:A Cross-Cultural Examination of Victim Reactions to Verbal and Silent Aggression Online

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    Trolling—the online exploitation of website, chat, or game mechanics at another user's expense—can and does take place all over cyberspace. It can take myriad forms, as well—some verbal, like trash-talking an opponent in a game, and some silent, like refusing to include a new player in a team effort during an in-game quest. However, despite this variety, there are few to no studies comparing the effects of these differing trolling types on victims. In addition, no study has yet taken into account users' offline cultural context and norms into the trolling victim experience. To fill this gap in the literature, the present study put participants from three culturally-distinct countries—Pakistan, Taiwan, and the Netherlands—in a simulated trolling interaction using the Cyberball game. Participants were either flamed (read: harshly insulted) or ostracized by a member of their own cultural group (ingroup) or a minority member (outgroup), and the participants' emotional responses, behavioral intentions toward the other players, and messages sent during the game were taken as indicators of their response to the trolling. Results showed that our Taiwanese sample used the most reactive aggression when trolled and our Dutch sample was the most passive. In addition, ostracism generally produced the desire to repair relationships, irrespective of cultural context, and perpetrator culture (ingroup or outgroup) only produced an effect in the behavioral intentions of our Pakistani sample. Overall, it would appear that online and offline culture interact to produce the variety of responses to trolling seen in extant literature. Additional implications for future research into computer-mediated communication and online aggression are also discussed
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