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Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences.

Ágnes ZsilaReza ShabahangMara S ArugueteGábor Orosz
Published in: Aggressive behavior (2022)
The rapid proliferation of online multiplayer games has opened a new avenue for aggressive behaviors such as hostile communication, sabotaging, and griefing. The present investigation explores the prevalence, perception, risk factors, and consequences of victimization in toxic behaviors. A total of 2097 Hungarian gamers (88.5% male, M age  = 26.2 years, SD = 6.8) completed an online questionnaire. Most (66%) were victims of such incidents in the past year, and gamers considered the problem of toxic behaviors as severe. Younger gamers who spent more time playing competitive videogames (especially multiplayer online battle arena and shooter games) were more likely to experience toxic behaviors from others. Repeatedly victimized gamers reported more symptoms of depression and problematic videogame use, while victim/perpetrators expressed higher anxiety and anger rumination. These results highlight the importance of cultivating prosocial group norms in gamers to improve safety of online multiplayer environments.
Keyphrases
  • risk factors
  • social media
  • health information
  • sleep quality
  • intimate partner violence
  • virtual reality
  • healthcare
  • early onset
  • physical activity
  • quality improvement
  • quantum dots
  • psychometric properties
  • high school