A4 Refereed article in a conference publication

Understanding toxicity in multiplayer online games: The roles of national culture and demographic variables




AuthorsKordyaka Bastian, Krath Jeanine, Park Solip, Wesseloh Henrik, Laato Samuli

EditorsTung X. Bui

Conference nameHawaii International Conference on System Sciences

PublisherIEEE Computer Society

Publishing placeHawaii, United States

Publication year2022

JournalProceedings of the Annual Hawaii International Conference on System Sciences

Book title Proceedings of the 55th Hawaii International Conference on System Sciences

Journal name in sourceProceedings of the Annual Hawaii International Conference on System Sciences

Series titleProceedings of the Annual Hawaii International Conference on System Sciences

First page 2908

Last page2917

ISBN978-0-9981331-5-7

eISSN2572-6862

Web address http://hdl.handle.net/10125/79693

Self-archived copy’s web addresshttps://research.utu.fi/converis/portal/detail/Publication/179596262


Abstract

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.


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Last updated on 2024-26-11 at 17:05