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

Bastian Kordyaka, Jeanine Krath, Solip Park, Henrik Wesseloch, Samuli Laato

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

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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.
Original languageEnglish
Title of host publicationProceedings of the 55th Hawaii International Conference on System Sciences 2022
PublisherHawaii International Conference on System Sciences
Number of pages10
ISBN (Electronic)978-0-9981331-5-7
DOIs
Publication statusPublished - 2022
MoE publication typeA4 Conference publication
EventAnnual Hawaii International Conference on System Sciences - Manoa, United States
Duration: 4 Jan 20227 Jan 2022
Conference number: 55

Publication series

NameProceedings of the Annual Hawaii International Conference on System Sciences
ISSN (Print)1530-1605
ISSN (Electronic)2527-6862

Conference

ConferenceAnnual Hawaii International Conference on System Sciences
Abbreviated titleHICSS
Country/TerritoryUnited States
CityManoa
Period04/01/202207/01/2022

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