Toxic Behaviors in Team-Based Competitive Gaming
summary
Study of League of Legends uses online data analysis to derive a player-centered taxonomy that replaces the stagnant 2012 report categories, producing five primary types and five contextual factors and turning overlapping platform labels into mutually exclusive categories. Key findings: toxicity depends on competitive context, correlates with negative emotions and contagion, is common among many players, and includes an insidious deceptive intentional griefing (pretend lag to lose). Recommends updating classificaitons and offering sanctions that explain and teach emotion management.
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chapters (11)
- 0:00Intro
- 0:28Study Site: League of Legends
- 0:49Toxic behavior in game
- 1:29The official categories of toxic behaviors
- 1:52Platform Rules VS Player Norms
- 2:30Classifying toxicity based on players' own accounts
- 2:56Situating toxicity in a highly competitive context
- 3:27The emotional underpinning of toxicity
- 3:58Toxicity does not just belong to a small set of malicious player
- 4:16Surreptitious Toxicity
- 4:42Design implications
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