See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity

Honorable Mention
Multiplayer & Social GamesCyberbullying & Online HarassmentEsports Players & Live StreamersEsports Athletes

Toxicity in online environments is a complex and a systemic issue. Collegiate esports communities seem to be particularly vulnerable to toxic behaviors. In esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce enjoyment which may cause them to leave the game. The aim of this study is to investigate how players define, experience and deal with toxicity in esports games that they play. Our findings from an interview study and five monthly follow ups with 19 participants from a university esports club show that players define toxicity as behaviors disrupt their morale and team dynamics, and are inclined to normalize negative behaviors, rationalize it as part of the competitive game culture akin to traditional sports, and participate a form of gamer classism, believing that toxicity is more common in lower level play than in professional and collegiate esports. There are many coping mechanisms employed by collegiate esports players, including ignoring offenders, deescalating tense encounters, and using tools to mute offenders. Understanding the motivations behind collegiate esports players' engagement with toxicity may help the growing sport plot a positive trajectory towards healthy play.

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https://hci.top/en/papers/chi/32612/2020

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DOI: https://doi.org/10.1145/3313831.3376191
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Paper Snapshot

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Source
CHI
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Year
2020
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Award
Honorable Mention
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Authors
5 authors
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Subtopics
Multiplayer & Social Games, Cyberbullying & Online Harassment
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Professions
Esports Players & Live Streamers, Esports Athletes
article
Content Status
Abstract only
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Related Papers
1 related papers