2020
DOI: 10.1108/intr-08-2019-0343
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Towards a unified theory of toxic behavior in video games

Abstract: PurposeToxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhibition effect) to explain toxic behavior and propose a unified the… Show more

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Cited by 62 publications
(72 citation statements)
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References 46 publications
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“…toxic disinhibition and benign disinhibition) showed a positive effect on the occurrence of CB. Recently, the first empirical study trying to explain TB was published, indicating the particularly important influence of the ODE as part of the occurrence of toxicity (Kordyaka et al, 2020). We build on the aforementioned findings and take them one step forward, exploring influences on a level of antecedent variables of the ODE that can be directly influenced with the design of technology.…”
Section: Online Disinhibition and Its Antecedentsmentioning
confidence: 98%
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“…toxic disinhibition and benign disinhibition) showed a positive effect on the occurrence of CB. Recently, the first empirical study trying to explain TB was published, indicating the particularly important influence of the ODE as part of the occurrence of toxicity (Kordyaka et al, 2020). We build on the aforementioned findings and take them one step forward, exploring influences on a level of antecedent variables of the ODE that can be directly influenced with the design of technology.…”
Section: Online Disinhibition and Its Antecedentsmentioning
confidence: 98%
“…Within the last decade, MMO games disrupted the video game market as market shares, popularity and revenue outperformed other industry segments (Martinello, 2020;Statista, 2019). Additionally, they can be considered one of the major drivers of the eSports phenomenon, which can be understood as the competitive play of different MMOs (Hamari and Sjö blom, 2017;Kordyaka et al, 2020;Scholz, 2019). MMOs allow a large number of people to simultaneously play and interact with multiple groups of people at the same time.…”
Section: Massive Multiplayer Online Game Communitiesmentioning
confidence: 99%
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“…This technique consists of a requirement to “sign in” to the online community to be able to interact with other users. Importantly, it is suggested that this mechanism reduces anonymity, which is still prevalent in many online discussion boards, forums, and chat rooms (Kordyaka et al , 2020) and consequently renders the troll traceable.…”
Section: Trolling In Online Communitiesmentioning
confidence: 99%