2017
DOI: 10.1080/0144929x.2017.1306109
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A taxonomy of griefer type by motivation in massively multiplayer online role-playing games

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Cited by 30 publications
(17 citation statements)
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“…The methodology employed to create the taxonomy was based on the process of thematic analysis described in [25]. This analytical method was chosen since it is a widely employed method of analysis in qualitative research that focuses on examining themes or patterns of meaning within data (most commonly text) [32], and has previously been employed successfully to analyze interactive narrative games in great detail [25] as well as create game taxonomies, e.g., [13,130].…”
Section: Methodsmentioning
confidence: 99%
“…The methodology employed to create the taxonomy was based on the process of thematic analysis described in [25]. This analytical method was chosen since it is a widely employed method of analysis in qualitative research that focuses on examining themes or patterns of meaning within data (most commonly text) [32], and has previously been employed successfully to analyze interactive narrative games in great detail [25] as well as create game taxonomies, e.g., [13,130].…”
Section: Methodsmentioning
confidence: 99%
“…Nine nationalities were represented, with the largest number of participants reporting Australia as their nationality (7 participants in total). Others included China (3), Indonesia (2), Malaysia (2), Sri Lanka (1), Switzerland (1), Germany (1), New Zealand (1), Australia/Japan (1), and Australia/China (1). Ages ranged from 18-50 (M=29.7, SD=8.95); hours played per week ranged from 1-40 (M=13.5, SD=11.46); and years of playing multiplayer games ranged from 3-32 (M=13, SD=7.84).…”
Section: Methodsmentioning
confidence: 99%
“…Though there exists no uniform definition of toxicity, it is commonly used as an umbrella term to describe negative player behavior [20] that deviates from social norms and game rules. It can take various forms such as harassment, insults, spamming, ability abuse or intentionally bad team-play and is often also referred to as trolling or griefing [1,6,13,14,20]. On a general level, we can differentiate between verbal toxicity (communication abuse) and behavioral toxicity (abuse of game mechanics) [6,13].…”
Section: Toxicity In Competitive Gamingmentioning
confidence: 99%
“…By interviewing confessed toxic players, Cook et al [6] identified three key motivations: personal enjoyment, revenge, and thrill-seeking. Following a similar approach, Achterbosch et al [1] report the four main motives pleasure, power, challenge, and control. Thus, toxic players seem to enjoy annoying other players, see it as a challenge or opportunity to demonstrate dominance or behave toxically because they have been victims of toxicity themselves.…”
Section: Toxicity In Competitive Gamingmentioning
confidence: 99%
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