2020
DOI: 10.1016/j.chb.2020.106343
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Viral vitriol: Predictors and contagion of online toxicity in World of Tanks

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Cited by 65 publications
(54 citation statements)
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“…TB, or toxicity, is a common concomitant in MOGs [14,9]. It encompasses of verbal or non-verbal harassment or intentional triggering of teammates and thereby can constitute of a variety of different negative behaviors, such as flaming and griefing [5,9,15,8,11,16]. In contrast to cyberbullying, which is an intentional and aggressive form of personal harassment in the online environment, TB is characterized by being temporal and primarily an attempt to cope with frustration as a specific form of external attribution [4,17] (see Table 1).…”
Section: Toxic Behavior In Multiplayer Online Gamesmentioning
confidence: 99%
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“…TB, or toxicity, is a common concomitant in MOGs [14,9]. It encompasses of verbal or non-verbal harassment or intentional triggering of teammates and thereby can constitute of a variety of different negative behaviors, such as flaming and griefing [5,9,15,8,11,16]. In contrast to cyberbullying, which is an intentional and aggressive form of personal harassment in the online environment, TB is characterized by being temporal and primarily an attempt to cope with frustration as a specific form of external attribution [4,17] (see Table 1).…”
Section: Toxic Behavior In Multiplayer Online Gamesmentioning
confidence: 99%
“…The presence of a single toxic player can critically affect team cohesion [20] and overall team performance [14,15,16,20] by causing stress and conflict among team members. Although TB is mostly a temporary phenomenon, it has been shown to be contagious among gamers [15,8]. Research suggests that continuous exposure to TB in certain online environments can cause psychological and emotional problems such as anxiety and low self-esteem [4,5,21].…”
Section: Toxic Behavior In Multiplayer Online Gamesmentioning
confidence: 99%
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“…A notable exception to this overall pattern is the mixed gaming category, where the aggregate proportion of incivility across all the years is higher than in political groups. Unlike other mixed groups, where incivility may be closely moderated and restricted by group members, gaming groups are known for endorsing incivility as a special social norm and encouraging uncivil behaviors such as flaming and trolling (Shen et al, 2020). Thus, incivility is likely to be promoted in such groups no matter whether discussions revolve around games or politics.…”
Section: Discussionmentioning
confidence: 99%
“…cultures where incivility may be a norm (Massanari, 2017). For instance, participants in gaming communities may bash others for losing or call them names for poor performance (Shen et al, 2020). In short, non-political groups discussing distinct topics might differ in the volume and fluctuations in incivility.…”
Section: Different Non-political Topicsmentioning
confidence: 99%