2023
DOI: 10.1145/3611043
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The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games

Bastian Kordyaka,
Samuli Laato,
Katharina Jahn
et al.

Abstract: Toxic behavior remains a salient challenge for online gaming environments, such as multiplayer online battle arena video games (MOBAs). In this study, we sought to understand player roles and settings in which toxicity occurs using a mixed-methods approach. First, we conducted ethnographic observations and interviews with players of the most popular contemporary MOBA, League of Legends (Study 1). During the qualitative analysis three main themes emerged: (1) the fluidity of roles, (2) the subjectivity of the t… Show more

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Cited by 17 publications
(1 citation statement)
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“…Disruptive behaviour manifests as offensive interactions between players, such as harassment, verbal abuse, or flaming, and disruptive gameplay that breaches standards and social norms established by game developers and gaming companies, such as griefing, spamming, and cheating (Poeller et al, 2023). Disruptive behaviour has been documented in particular in the multiplayer online gaming environment (Kordyaka et al, 2023), possibly because these games afford complex social interactions between players through text or voice chat messages (Ang et al, 2007;Deslauriers et al 2020;Rezaei & Ghodsi, 2014).…”
Section: Disruptive Behaviour In Online Gaming and Countermeasuresmentioning
confidence: 99%
“…Disruptive behaviour manifests as offensive interactions between players, such as harassment, verbal abuse, or flaming, and disruptive gameplay that breaches standards and social norms established by game developers and gaming companies, such as griefing, spamming, and cheating (Poeller et al, 2023). Disruptive behaviour has been documented in particular in the multiplayer online gaming environment (Kordyaka et al, 2023), possibly because these games afford complex social interactions between players through text or voice chat messages (Ang et al, 2007;Deslauriers et al 2020;Rezaei & Ghodsi, 2014).…”
Section: Disruptive Behaviour In Online Gaming and Countermeasuresmentioning
confidence: 99%