As digital games have become popular, the number of incidents and the degree of damage caused by immoral game behavior (such as "flaming", "trolling") are on the rise. But few studies have been conducted to explore the antecedents to such flaming and trolling. Therefore, this study empirically examined the effects of aggression and self-esteem, and game factors (game moral positioning, game motivations, gaming time) on immoral game behaviors with participating game players of
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