2015
DOI: 10.1386/jgvw.7.3.243_1
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The enjoyment of griefing in online games

Abstract: This article expands on the use of self-determination theory (SDT) as an explanation for enjoyment in video games. Two different types of players with contrasting gameplay styles were examined and compared using the theory: griefers, who enjoy engaging in activities meant to disrupt other players' game experience, and more community-focused players. A two-condition experiment (randomly assigning respondents to complete different survey prompts) was used to examine griefers' satisfaction of SDT needs compared t… Show more

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Cited by 18 publications
(14 citation statements)
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References 15 publications
(27 reference statements)
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“…According to Cook et al (2017), the most common trigger for trolling by "griefers" (i.e., trolling within gaming; see Paul et al, 2015) was being trolled by another gamer; in addition, griefers also reported that they were more likely to troll when they were in a negative emotional state (Cook et al, 2017). As suggested by Agnew (1992Agnew ( , 2001, strain increases the likelihood of negative emotions (e.g., anger and revenge), and deviant behavior is one way in which those feelings can be alleviated.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…According to Cook et al (2017), the most common trigger for trolling by "griefers" (i.e., trolling within gaming; see Paul et al, 2015) was being trolled by another gamer; in addition, griefers also reported that they were more likely to troll when they were in a negative emotional state (Cook et al, 2017). As suggested by Agnew (1992Agnew ( , 2001, strain increases the likelihood of negative emotions (e.g., anger and revenge), and deviant behavior is one way in which those feelings can be alleviated.…”
Section: Discussionmentioning
confidence: 99%
“…There are also a number of motivations for Internet trolling, including enjoyment (Bishop, 2013; Cook et al, 2017; Shachaf & Hara, 2010), desire for amusement (Dynel, 2016; Maltby et al, 2016; Sanfilippo et al, 2018), attention-seeking (Bratu, 2017), revenge (Cook et al, 2017; Shachaf & Hara, 2010), boredom (Cook et al, 2017), and thrill-seeking reasons (Cook et al, 2017). In addition, the reasons for trolling are varied including harassment (Bishop, 2014), entertainment (Paul et al, 2015; Thacker & Griffiths, 2012), social award (Craker & March, 2016), and social learning and peer recognition (Bishop, 2012), although most show antisocial cues (Buckels et al, 2014; Seigfried-Spellar & Chowdhury, 2017). To further complicate matters, the reasons, motivations, and different behaviors of trolling may vary based from platform to platform (e.g., Twitter vs. Facebook; see CSES, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Different personality characteristics can be evaluated in combination with different levels of different demands to determine which if any interactions are in play and how these produce different trolling types in trolls, and responses in victims and bystanders. There also remains the question of enjoyable vs. unenjoyable trolling, something that Paul, Bowman, and Banks (2015) have explored, but merits further testing in the light of this new connection with the demand framework. By testing these variables, we can better comprehend the exact precursors of trolling, and consequently learn how to prevent the kinds of trolling that insufficient or excessive demands could be creating.…”
Section: Discussionmentioning
confidence: 99%
“…This could possibly include more verbal trolling, like spamming or trashtalking (see Lin et al, 2019), or other behavioral trolling, such as Rick-rolling (a baitand-switch technique popular on YouTube) or inhibiting your own team for your own enjoyment when they strive to win (see Cook et al, 2018). However, it is important to note here that trolling can be both benign and malevolent; in the previous example, Rick-rolling will seldom seriously offend or hurt anyone, while inhibiting one's team can completely ruin a game, particularly in competitive games like League of Legends (see Paul et al, 2015).…”
Section: Trollingmentioning
confidence: 99%