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Toxicity in esports

  • University of Victoria BC

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

This chapter discusses toxicity in the context of esports, initially providing the history of the term toxicity, describing what toxicity is, and articulating challenges for why it is difficult to define. The chapter then provides an overview of the effects of toxicity on players (e.g., affecting team performance and causing distress), communities (e.g., affecting inclusivity), and esports stakeholders (e.g., causing players to stop playing). Different methods that are used for combating toxicity, including reporting and artificial intelligence (AI)-based detection that informs sanctioning, user-based solutions like muting and avoiding, ways to support players affected by toxicity, and setting rules in codes of conducts and legal frameworks are also discussed. Pointers for how the current state can be improved to make esports communities less toxic but more inclusive and positive are provided. Key highlights include: 1) Toxicity is problematic, yet increasingly prevalent, normalized, and accepted in esports, 2) The history and definitions for toxicity, highlighting why the term remains challenging to define, are offered, 3) The effects of toxicity on players, communities, and esports stakeholders are considered, and 4) Approaches to combat toxicity and its effects, which should be applied more widely and improved through simple solutions, are explained.

Original languageEnglish
Title of host publicationRoutledge Handbook of Esports
PublisherTaylor and Francis
Chapter7.6
Pages529-539
Number of pages11
ISBN (Electronic)9781003410591
ISBN (Print)9781032531502
DOIs
Publication statusPublished - 24 Sept 2024

Bibliographical note

Publisher Copyright:
© 2025 selection and editorial matter, Seth E. Jenny, Nicolas Besombes, Tom Brock, Amanda C. Cote and Tobias M. Scholz. All rights reserved.

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