Young video game players’ self-identified toxic gaming behaviour

An interview study

Authors

DOI:

https://doi.org/10.7557/23.7270

Keywords:

Video gaming, toxic behaviour, affect, affordance, young people

Abstract

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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Published

2023-12-14

How to Cite

Ruotsalainen, M. and Meriläinen, M. (2023) “Young video game players’ self-identified toxic gaming behaviour: An interview study”, Eludamos: Journal for Computer Game Culture, 14(1), pp. 147–173. doi: 10.7557/23.7270.

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