Young video game players’ self-identified toxic gaming behaviour
An interview study
DOI:
https://doi.org/10.7557/23.7270Keywords:
Video gaming, toxic behaviour, affect, affordance, young peopleAbstract
In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming.
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Copyright (c) 2023 Maria Ruotsalainen, Mikko Meriläinen
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Academy of Finland
Grant numbers CoE-GameCult 353265;CoE-GameCult 353267