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What do we mean when we talk about toxicity? Towards a preliminary classification of toxic behaviours in video games from a harm-based perspective

Sat, September 6, 9:30 to 10:45am, Deree | Auditorium, Floor: 6, 6th Level Auditorium

Abstract

The notion of toxicity in video games remains an ambiguous and contested term within the domain of academic literature. While it is widely acknowledged as a form of antisocial behaviour within gaming communities, the definition, classification, and measurement of toxicity vary considerably across studies. The term is often applied indiscriminately to a broad range of behaviours, from verbal harassment and discrimination to gameplay-related misconduct. However, little attention has been given to the differential harm these behaviours may cause.

This study aims to address this gap by classifying toxic behaviours in video games according to the harm they produce, drawing upon harms in crime framework. A systematic review of the literature reveals a lack of consensus regarding which behaviours constitute toxicity and how they are measured. To address this, we analyse data from a large-scale survey of video game players (N=1812), which explores experiences of victimisation and perpetration, as well as the perceived emotional, social, and economic impact of toxic interactions. Using exploratory factor analysis and cluster analysis, we aim to identify patterns in how players experience and engage in toxicity, leading to a more structured typology of toxic behaviours.

The expected findings of this research suggest that toxicity in video games is not a homogeneous phenomenon but rather comprises distinct behavioural categories with varying degrees of harm. The overarching aim of this research is to provide a preliminary classification that can serve as a foundation for future studies and inform moderation strategies in online gaming environments.

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