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Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies

Published: 23 October 2018 Publication History

Abstract

Toxicity in online environments is a complex and a systemic issue. Esports communities seem to be particularly suffering from toxic behaviors. Especially in competitive esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce players' enjoyment which may cause them to leave the game. The aim of this study is to review design approaches in six major esports games to deal with toxic behaviors and to investigate how players perceive and deal with toxicity in those games. Our preliminary findings from an interview study with 17 participants (3 female) from a university esports club show that players define toxicity as behaviors disrupt their morale and team dynamics, and participants are inclined to normalize negative behaviors and rationalize it as part of the competitive game culture. If they choose to take an action against toxic players, they are likely to ostracize toxic players.

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  1. Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies

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    cover image ACM Conferences
    CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
    October 2018
    725 pages
    ISBN:9781450359689
    DOI:10.1145/3270316
    • General Chairs:
    • Florian 'Floyd' Mueller,
    • Daniel Johnson,
    • Ben Schouten,
    • Program Chairs:
    • Phoebe O. Toups Dugas,
    • Peta Wyeth
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 23 October 2018

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    Author Tags

    1. esports games
    2. interview study
    3. negative behaviours
    4. toxicity

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    CHI PLAY '18 Extended Abstracts Paper Acceptance Rate 43 of 123 submissions, 35%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    • (2025)Friends in Pixels as Motivation to Contribute to Community Innovation InitiativesCreativity and Innovation Management10.1111/caim.12658Online publication date: 24-Feb-2025
    • (2025)Dispelling stigma and enduring bias: exploring the perception of esports participation among young womenHumanities and Social Sciences Communications10.1057/s41599-025-04392-z12:1Online publication date: 6-Feb-2025
    • (2025)Navigating toxic playgrounds: Managing reputational and financial brand safety in multiplayer video gamesInternational Journal of Research in Marketing10.1016/j.ijresmar.2025.01.002Online publication date: Jan-2025
    • (2025)Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in IndiaHuman-Computer Interaction. Design and Research10.1007/978-3-031-80832-6_1(3-22)Online publication date: 14-Feb-2025
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    • (2024)In/visible hurdles: US collegiate esports participants’ perceived barriers to play and involvementNew Media & Society10.1177/14614448241252919Online publication date: 21-May-2024
    • (2024)Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36869928:CSCW2(1-28)Online publication date: 8-Nov-2024
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