Transgressive Positivity in Four Online Multiplayer Games

Abstract

Online games have a reputation for toxicity. Forms of play that have been theorized as transgressive from the perspective of idealized play have become highly normalized within the toxic space of online gaming. In this context, positivity in online gaming takes on a transgressive quality that challenges the common behaviours, the norms of communication, and their underlying ideologies found within online gaming communities. Through an ethnography of four massively multiplayer online game spaces - DOTA 2, Lost Ark, Destiny 2, and World of Warcraft - this project examines the effects of positivity in play on others who share these game worlds to consider ways that positivity might be leveraged to impact gaming’s toxic culture. Positivity is approached through different scales, from smaller individual actions like friendly greetings and helpful gestures not often seen in these particular games, to larger community formations that promote positivity and inclusivity within these gaming communities. This study finds that positivity across these scales produces substantial and proportional resistance to positive deviations from the toxic norms within these games and their linked community sites. Players actively trying to resist toxicity through positivity add varying levels of labor to their leisure and are frequent targets for harassment, leading to burnout or self-exclusion from these online games. Transgressive positivity in online play can produce alternatives to self-exclusion from gaming by producing ephemeral connections and networks of support between players. Enclaves built on positivity can form, but they are always under threat when they intersect with the mainstream culture across each of these four games. Ultimately, there are severe systemic issues within these communities - reinforced by trends within the games industry and in online game design - that undercut player-led positivity initiatives. While positivity can be a useful strategy for some to connect with others and to persist in spite of these toxic environments, positivity’s transgressive quality in online play produces substantial vulnerability for those who actively pursue it as a strategy of resistance or cultural intervention

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