Online video games can be a toxic environment for women. A survey assessed women’s (N = 293) experiences with general harassment and sexual harassment in online video games, including frequency of harassment, rumination about the harassment, perceptions of organizational responsiveness (i.e. efforts the gaming company made to address harassment), and withdrawal from the game. Women reported coping strategies to mitigate harassment, including gender bending or gender neutralization through screen name or avatar choice, avoiding communication with other players, and seeking help or social support inside and outside the game. Both general and sexual harassment predict women’s withdrawal from online games. Sexual harassment, but not general harassment, leads to rumination and subsequent withdrawal. The path from sexual harassment to withdrawal was also mediated by organizational responsiveness, indicating the video game industry plays a key role in whether women continue to participate after harassment occurs.
Based on a large representative sample of German Internet users aged 14–39 years, the current survey study investigates how three indicators of decreases in well-being (loneliness, anxiety, and depression) are connected to social media engagement (SME). To provide a deeper understanding of this relationship, not only direct links are inspected, but fear of missing out (FoMO) and social comparison orientation (SCO) are considered as possible mediators. The results show that loneliness, depression, and anxiety are positively related to increases in SME. FoMO and SCO jointly mediate the connection between well-being and SME, that is, decreases in well-being are connected with increases in FoMO and SCO, which in turn positively predict SME. Furthermore, SCO and FoMO are found to be positively related to each other, suggesting that those with a high SCO might form a particular at-risk group for the development of FoMO.
Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being "toxic." A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present study replicates and expands previous research, using a sample of 856 online gamers. The study supports earlier findings that found hostile sexism and social dominance orientation as predictors of sexual harassment perpetration in online video games. In addition, we expanded the previous research with additional predictors: machiavellianism, psychopathy, and gamer identification predicted higher sexual harassment perpetration. Our results have implications for the gaming community's role in curtailing sexual harassment and making itself a more inclusive community.
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