The Golden Goose of Toxicity: Turning Hostility into Platform Revenue

Game UX & Player BehaviorSerious & Functional GamesSocial Platform Design & User BehaviorContent Moderation & Platform GovernanceGame Developers & DesignersEsports Players & Live StreamersHCI Researchers

Paper Title

The Golden Goose of Toxicity: Turning Hostility into Platform Revenue

Publication Info

  • Topic area: Toxic behavior and monetization in competitive online gaming platforms.
  • Keywords: Toxicity, monetization, League of Legends, dual-process theory, platform governance, reactive engagement, reflective engagement, critical computing, game design, player behavior.

Background and Problem

  • Problem / challenge: Toxic behavior in competitive online games undermines fairness and community health, yet platforms often optimize engagement without distinguishing between positive and negative participation. Limited empirical evidence exists on how toxicity relates to economic outcomes.
  • Significance: Understanding how hostile interactions are monetized is critical for ethical game design and platform governance, especially in highly monetized ecosystems like League of Legends.
  • Motivation and related work: Previous studies have primarily framed toxicity as a moderation or design failure, focusing on individual dispositions or maladaptive responses. While research on social media suggests economic benefits from polarization or controversy, there is limited evidence on how toxic behavior in games interacts with monetization systems.

Solution

  • Proposed approach: A dual-pathways account of engagement based on dual-process theory, distinguishing reflective (System 2) and reactive (System 1) forms of engagement and their economic implications.
  • Novelty:
    1. Empirical evidence that toxic behavior is positively associated with in-game spending and partially mediates the relationship between reflective brand attachments and purchases.
    2. Conceptual reframing of toxicity as an ambivalent form of engagement that can be rendered economically productive under specific governance and monetization conditions.
    3. Design provocations for avoiding monetization of vulnerability and foregrounding fairness in competitive platforms.
  • Procedure and key techniques:
    • Study 1: Cross-sectional survey (N = 430) with OLS regression to model associations between reflective and reactive engagement variables and purchase behavior.
    • Study 2: Qualitative survey (N = 80) with reflexive thematic analysis to interpret player narratives about toxicity, governance, and spending.

Results

  • Concrete findings:
    • Toxic behavior (System 1) is positively associated with self-reported purchases (β = 0.26, p = 0.008).
    • Brand personality (β = 0.29, p < 0.001) and brand involvement (β = 0.34, p < 0.001) are significant predictors of spending.
    • Toxic behavior partially mediates the relationship between reflective brand attachments and purchase behavior.
  • Advantage over baselines: Demonstrates that toxicity is not merely noise in engagement metrics but can be structurally productive in monetized ecosystems.
  • Experiments / evaluation:
    • Quantitative survey measured reflective (brand personality, involvement, engagement) and reactive (toxic behavior) variables alongside purchase behavior.
    • Qualitative survey explored themes such as identity repair, performative dominance, and commitment inertia in player narratives.
  • Limitations and future work:
    • Cross-sectional design limits causal inference; longitudinal or experimental studies are needed.
    • Self-reports may introduce recall bias or social desirability effects.
    • Findings are specific to League of Legends and may not generalize to other platforms or genres.
    • Future research should explore server-level governance differences, cultural adaptations, and cross-platform comparisons.

Summary

This paper investigates how toxic behavior in League of Legends can become economically productive under specific governance and monetization conditions. Using a dual-process framework, it demonstrates that reflective brand attachments and reactive toxic behavior are positively associated with in-game spending. Qualitative findings reveal how players use cosmetics for identity repair, perform dominance through emotes, and continue spending due to sunk-cost inertia. The study highlights the need for ethical design interventions that prioritize fairness and non-commercial repair while avoiding monetization of vulnerability. These insights contribute to critical computing debates on platform accountability and the governance of digital harms.

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https://hci.top/en/papers/chi/223184/2026

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DOI: https://doi.org/10.1145/3772318.3791214
At a Glance

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Source
CHI
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Year
2026
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Authors
1 authors
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Subtopics
Game UX & Player Behavior, Serious & Functional Games, Social Platform Design & User Behavior, Content Moderation & Platform Governance
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Professions
Game Developers & Designers, Esports Players & Live Streamers, HCI Researchers
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