Culturally justified hate: Prevalence and mental health impact of dark participation in games

dc.contributor.author Kowert, Rachel
dc.contributor.author Kilmer, Elizabeth
dc.contributor.author Newhouse, Alex
dc.date.accessioned 2023-12-26T18:39:00Z
dc.date.available 2023-12-26T18:39:00Z
dc.date.issued 2024-01-03
dc.identifier.isbn 978-0-9981331-7-1
dc.identifier.other 52304b25-9b5b-4608-a4dd-df062eb1bf29
dc.identifier.uri https://hdl.handle.net/10125/106708
dc.language.iso eng
dc.relation.ispartof Proceedings of the 57th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Games and Gaming
dc.subject dark participation
dc.subject harassment
dc.subject mental health
dc.subject toxicity
dc.subject video games
dc.title Culturally justified hate: Prevalence and mental health impact of dark participation in games
dc.type Conference Paper
dc.type.dcmi Text
dcterms.abstract Hate, harassment, and other forms of so called “toxicity” are colloquially discussed as normalized activities in gaming spaces. However, there are several challenges that have limited researchers’ ability to assess this normalization in terms of the prevalence, nature, and embeddedness of these deviant practices. This work addresses those challenges directly and assesses the rates of dark participation, their mental health impact, player mitigation strategies, and player perceptions around the cultural normalization of these actions within gaming communities. The results provide empirical support for high rates of dark participation in games, a range of mental health consequences to these actions, as well as the endorsement of the culturally justified acceptance of these behaviors within gaming spaces.
dcterms.extent 10 pages
prism.startingpage 2694
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