Proceedings of the International Conference on Web Intelligence 2017
DOI: 10.1145/3106426.3106452
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Studying toxic behavior influence and player chat in an online video game

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Cited by 43 publications
(52 citation statements)
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“…In line with previous studies, TB can be understood as a mental state of anger and frustration, which harms communication and contributes to spreading bad mood during a game [25]. Moreover, we follow the assumptions of Neto et al [25] and understand TB as a phenomenon in the realm of video gaming, which happens when a player comes across a negative event during a match generating anger and frustration. This in turn leads to a harmed, contaminated, and disseminated toxic communication using pings and text chat.…”
Section: Classification Of Negative Behaviorsupporting
confidence: 85%
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“…In line with previous studies, TB can be understood as a mental state of anger and frustration, which harms communication and contributes to spreading bad mood during a game [25]. Moreover, we follow the assumptions of Neto et al [25] and understand TB as a phenomenon in the realm of video gaming, which happens when a player comes across a negative event during a match generating anger and frustration. This in turn leads to a harmed, contaminated, and disseminated toxic communication using pings and text chat.…”
Section: Classification Of Negative Behaviorsupporting
confidence: 85%
“…Bullying …an intentional behavior harassing, offending, socially excluding someone or negatively affecting someone [9] Repeatedly Cyberbullying …means an aggressive intentional behavior that is carried out by a group or an individual, using electronic forms of contact [27] Repeatedly Toxic behavior …an behavior generating anger and frustration in players, harming communication, and contributing to spreading a bad mood [25] Temporary Table 1.…”
Section: Construct Definition Durationmentioning
confidence: 99%
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“…26)." From this collection of work, only eight pieces of scholarly work (seven peer-reviewed articles, one dissertation, and one book chapter) were found identified that had produced a list of different types of dark participation/toxicity in games (i.e., Blackburn and Kwak, 2014;Kwak and Blackburn, 2014;Kwak et al, 2015;Fichman and Sanfilippo, 2016;Neto et al, 2017;Saarinen, 2017;Cook et al, 2018;de Mesquita Neto and Becker, 2018;Komaç and Çagıltay, 2019).…”
Section: Cataloging Dark Participation In Gamesmentioning
confidence: 99%