Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts 2018
DOI: 10.1145/3270316.3271545
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Toxic Behaviors in Esports Games

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Cited by 101 publications
(71 citation statements)
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“…Literature across psychology, sociology, media and games studies have carefully demonstrated the multitude of ways that players can behave in problematic ways and damage games and communities [2,29,49]. 'Toxic' or hostile player-community behaviours encompass a wide range of disruptive and unsporting activities [85], some of which are increasingly associated with misogyny [28] and other discriminatory and gatekeeping attitudes identified in parts of gamer culture [65].…”
Section: 1mentioning
confidence: 99%
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“…Literature across psychology, sociology, media and games studies have carefully demonstrated the multitude of ways that players can behave in problematic ways and damage games and communities [2,29,49]. 'Toxic' or hostile player-community behaviours encompass a wide range of disruptive and unsporting activities [85], some of which are increasingly associated with misogyny [28] and other discriminatory and gatekeeping attitudes identified in parts of gamer culture [65].…”
Section: 1mentioning
confidence: 99%
“…A draft code of ethics for the game industry is currently under development, and includes a section on 'player safety in online multiplayer games' that emphasises clear and actionable codes of conduct and the prevention of "unwanted disruptive behaviours as much as possible". 2 Nevertheless, more nuanced discussions of the practicalities and difficulties inherent in designing multiplayer games and managing communities with diverse values are still little discussed.…”
Section: Integrating Ethics Into the Design Of Multiplayer Gamesmentioning
confidence: 99%
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“…2017). Inquiry into toxicity in gaming is part of a larger body of literature and public interest emerging around disruptive and malicious social interactions online, cyberbullying, child-grooming, and extremist recruiting (Adinolf andTurkay 2018, Fredman 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Players are likely to encounter other strangers when playing multiplayer online gamers: The game server will matchmake players randomly together into groups to play together or against each other. Within the game, players can communicate via text messages or voice chat, but text remains the dominant channel of communication (Adinolf & Turkay, 2018). Text chat is mainly used for enabling task-based communication like discussing strategies, but it is also the main method for displaying verbal aggression, like raging at teammates or taunting opponents (de Mesquita Neto & Becker, 2018).…”
Section: Introductionmentioning
confidence: 99%