The toxicity of our (virtual) cities: Prevalence of dark participation in games and perceived effectiveness of reporting tools
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Date
2022-01-04
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Abstract
Dark participation in games (i.e., trolling and toxic behavior) have been gaining ever-increasing academic attention as a negative aspect of online gaming. Much of the literature in this area has focused on the personality and identity of the perpetrators, but this has been largely outside of the gaming context. The present study aims to explore the prevalence rates of dark participation in the online gaming community, the reporting function to punish deviant players, and the importance of dual identities (troll and gamer) in the perpetration of deviant in-game behaviors. Our results indicated that nearly all players in our sample had been victims of dark participation or witnessed in-game victimization, suggesting that it is a major problem in the community, but that many players also use the reporting function. Troll identity was predictive of these behaviors. Theoretical and practical implications are discussed.
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Games and Gaming, dark participation, games, gaming, toxicity, trolling
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10 pages
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Proceedings of the 55th Hawaii International Conference on System Sciences
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Attribution-NonCommercial-NoDerivatives 4.0 International
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