Abstract
Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention-but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These fndings further highlight the multifaceted nature of toxicity in online video games.
Original language | English |
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Title of host publication | CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems |
Subtitle of host publication | Making Waves, Combining Strengths |
Publisher | Association for Computing Machinery |
ISBN (Electronic) | 9781450380966 |
DOIs | |
Publication status | Published - 6 May 2021 |
Event | 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021 - Virtual, Online, Japan Duration: 8 May 2021 → 13 May 2021 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
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Conference
Conference | 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021 |
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Country/Territory | Japan |
City | Virtual, Online |
Period | 8/05/21 → 13/05/21 |
Bibliographical note
Publisher Copyright:© 2021 ACM.
Keywords
- Games
- Moral disengagement
- Normalization
- Toxic
- Toxicity