Young video game players’ self-identified toxic gaming behaviour

Maria Ruotsalainen, Mikko Meriläinen
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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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青少年电子游戏玩家自我认定的有毒游戏行为
在本研究中,我们通过对年龄在 16-27 岁之间、自称行为方式有毒的玩家(12 人)进行访谈,分析了数字游戏背景下的负面行为。通过对访谈的主题分析,我们突出了三个中心主题:作为情感空间的游戏;助长消极行为的能力和规范;以及玩家对消极行为的引导。我们的研究表明了负面行为的情景和情感性质,并为减少游戏中的负面行为提供了解决方案。
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Playing on life's terms Reimagining a future for game studies, from the ground up A future already past? Time to stop playing Young video game players’ self-identified toxic gaming behaviour
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