Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer On...
summary
Survey data from 204 League of Legends players using multiple regression shows self-reported toxic behavior positively predicts in-game spending, with the model explaining 29% variance explained and a roughly 0.49 standardized regression weight for toxicity. Demographics have little effect. The claim: toxicity correlates with higher purchases, suggesting economic disincentives for outright bans. Method: cross-sectional survey and regression on validated scales. Future work points to self-regulation as a possible mechanism.
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