A4 Refereed article in a conference publication
Understanding toxicity in multiplayer online games: The roles of national culture and demographic variables
Authors: Kordyaka Bastian, Krath Jeanine, Park Solip, Wesseloh Henrik, Laato Samuli
Editors: Tung X. Bui
Conference name: Hawaii International Conference on System Sciences
Publisher: IEEE Computer Society
Publishing place: Hawaii, United States
Publication year: 2022
Journal: Proceedings of the Annual Hawaii International Conference on System Sciences
Book title : Proceedings of the 55th Hawaii International Conference on System Sciences
Journal name in source: Proceedings of the Annual Hawaii International Conference on System Sciences
Series title: Proceedings of the Annual Hawaii International Conference on System Sciences
First page : 2908
Last page: 2917
ISBN: 978-0-9981331-5-7
eISSN: 2572-6862
Web address : http://hdl.handle.net/10125/79693
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/179596262
Toxic behavior (TB) is a negative response to in-game frustration in multiplayer online games (MOG) that can ruin the playing experience, causing financial damage to MOG operators. Understanding the drivers of TB is an important step to curb the behavior. In this work, we consult the model of national culture (MNC) as well as demographic variables (e.g., education, gender, and age) as antecedent variables of TB using an exploratory design. We surveyed players of League of Legends and Dota 2 with two samples, based on the MNC, from North America (n=155) and India (n=119). We observed significant cultural differences in TB, with higher levels of self-reported toxicity in the Indian sample. In both samples, consistent with previous findings, age was negatively associated with TB. However surprisingly, there was a statistically significant difference among the two groups in terms of the relationship between education and TB.
Downloadable publication This is an electronic reprint of the original article. |