2022
DOI: 10.1002/ab.22023
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Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences

Abstract: The rapid proliferation of online multiplayer games has opened a new avenue for aggressive behaviors such as hostile communication, sabotaging, and griefing. The present investigation explores the prevalence, perception, risk factors, and consequences of victimization in toxic behaviors. A total of 2097 Hungarian gamers (88.5% male, Mage = 26.2 years, SD = 6.8) completed an online questionnaire. Most (66%) were victims of such incidents in the past year, and gamers considered the problem of toxic behaviors as … Show more

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Cited by 12 publications
(3 citation statements)
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“…Then, as toxic behavior, rage is contagious to other players and can impact their psychological well-being (Kordyaka et al, 2020; Neto et al, 2017). Toxic and aggressive behavior have an influence on the other players and on their psychological state (Zsila et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Then, as toxic behavior, rage is contagious to other players and can impact their psychological well-being (Kordyaka et al, 2020; Neto et al, 2017). Toxic and aggressive behavior have an influence on the other players and on their psychological state (Zsila et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
“…The exposure to repeated toxic behavior during the game may lead to anxiety, low self-esteem (Kordyaka et al, 2020). As a consequence, helping the player to identify the first signs of a rage episode, informing them that they should stop or change for a less stressful game (Neto et al, 2017), could be interesting to limit the impact of rage on the player’s psychological health, to preserve other players and the game environment (Zsila et al, 2022). Finally, rage could be the visible side of a problematic behavior for the gamer and its relatives (family, game partners).…”
Section: Discussionmentioning
confidence: 99%
“…Given that negative gaming experiences with other players keep players in a negative mood hours after the end of games ( 33 , 41 ), are one of the main reasons to stop playing MOBAs ( 42 , 43 ), and knowing that the mood prior to the game can predispose to the occurrence of this type of behaviors during games ( 33 ), it is necessary to know whether the results obtained in consecutive LOL games can attenuate or worsen the mood with which players face the next game. Even more so when considering that consecutive games of esports negatively affect the players' rest ( 32 ), so it could also affect mood.…”
Section: Introductionmentioning
confidence: 99%