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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>What drives gamer toxicity? Essays from players</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bastian Kordyaka</string-name>
          <email>Kordyaka@Uni-bremen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samuli Laato</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tobias Scholz</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Björn Niehaves</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group</institution>
          ,
          <addr-line>Korkeakoulunkatu 10, 33720 Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Bremen</institution>
          ,
          <addr-line>Bibliothekstraße 1, 28359 Bremen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Siegen</institution>
          ,
          <addr-line>Adolf-Reichwein-Straße 2a, 57076 Siegen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Turku</institution>
          ,
          <addr-line>Kiinamyllynkatu 13, 20500 Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Negative online behaviors, such as toxicity, continue being issues in several popular multiplayer online games. Related research suggests that there are individual differences in how players understand the concept, and that various interconnected variables are relevant in understanding the emergence of toxicity. To explore this topic further, in this study, we gathered 16 essays from gamers regarding their experiences of toxicity in online games. Using the Gioia method for qualitative analysis, we divided the concepts described in the essays broadly into characteristics related to (1) the socio-technological setting in which the playing takes place; (2) the stakeholders' individual disposition including personality and player relationships; and (3) situational drivers, meaning events and actions that transpire during gameplay. As an important meta-level implication, our findings raise concerns regarding the lack of a universally shared view on toxicity, which were visible even with the rather homogenous sample of participants in this study. Gamer toxicity, toxic behavior, League of Legends, video games, multiplayer online games</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>After a long day of work, Fynn comes home,
takes off their jacket and riles up an old desktop
computer. They click open the Riot client and start
playing League of Legends (one of the most
popular eSports titles at the moment). While in the
matchmaking queue (a pre-game environment to
decide what champion to play), Fynn envisions
dominating
the
game
with
their
favorite
champion, Galio, and naturally, Fynn expresses to
their teammates intention to pick this champion.
But oh no - a player from their own team bans
Galio
x(due
to
a
misunderstanding)!</p>
      <p>Angry,
communicative
frustrated
and
disappointed by this, Fynn starts plotting revenge
picking Tahm Kench. When the game starts, Fynn
levels up top lane Tahm Kench normally, until
reaching level 6 (reaching a relevant power spike
of champions within the game). Fynn then walks
to the
midlaner (who
banned</p>
      <p>Galio in the
matchmaking queue) and eats him up (using one</p>
      <p>2023 Copyright for this paper by its authors. Use permitted under Creative
of toxic escalation). Using R (the most important
ability of champions in the game), Fynn teleports
them both directly behind the enemy turret, killing
both players almost instantly (illustrating sincere
behavioral toxicity). After this ordeal, Fynn reads
a new</p>
      <p>message in the chat. It is the midlaner:
“fucking donkey”.</p>
      <p>The above description is a typical example of
toxicity in League of Legends. Perhaps starting
from a misunderstanding or a minor provocation,
team members end up spoiling each other’s game
through both in-game actions and messages in the
chat. Industry stakeholders as well as academic
researchers
have
studied
this
phenomenon
extensively (see, e.g. [5, 7, 24]), and designed
various
counter
measures for curbing
such
negative behaviors, including both (1) proactive
measures, such as removing certain interaction
opportunities or offering players the option to
shield themselves from unwanted actions [28],
and (2) post hoc measures, such as allowing
players to report malicious actors [20, 22].
Despite these extensive efforts, toxicity remains a
huge challenge in not only multiplayer online
games such as League of Legends, but also
discussion forums and other online platforms
where people meet each other. A good example of
a recent development is the Zero Harm in Comms
project, an industry-driven initiative that seek to
develop AI tools among other solutions for
mitigating gamer toxicity2.</p>
      <p>The first step to solving a problem is
accurately defining it. Rooted in theories of
cyberbullying [2–4] and nurtured by newly arisen
technological opportunities to interact with others
in real-time [13], online toxicity (or toxic
behavior) is characterized as a prominent, yet still
unresolved challenge in a variety of video games,
such as multiplayer online battle arena games
(MOBAs). Toxicity is generally understood as an
umbrella term for negative behaviors in
multiplayer video games [1]. In contrast to better
established and understood concepts such as
cyberbullying and online harassment, toxicity is
of short duration, non-systematic and fueled by
situational frustration and anger and the high
levels of real time competition [16]. The toxic
behavior has various forms of expression such as
insulting, criticizing, resource stealing, and
external attribution which are dependent on the
perpetrator’s actions, the players’ subjective
interpretation of these actions, and the affordances
of the online platform where the interactions take
place. Within these tensions, toxicity is generally
accepted as negative and the umbrella of toxic
behaviors are associated with decreased positive
player experience and game atmosphere, and in
the worst cases, enduring toxicity can even affect
players’ mental health [21].</p>
      <p>
        While previous research has looked at toxicity
in various settings and through multiple
theoretical lenses, deriving insights related to
relationships between social exclusion, and group
norms [
        <xref ref-type="bibr" rid="ref5">10, 11</xref>
        ], the role of social identity [
        <xref ref-type="bibr" rid="ref26">18, 29</xref>
        ],
team composition [25], measurement instruments
[15] and many more, it remains unclear to what
degree the academic understanding of the concept
matches with players’ lived experiences and the
conceptions that gamers have regarding toxicity.
To address this research gap, in this study we
gathered structured essays from gamers, where
they explain on a deep level how they understand
the emergence of toxicity in online video games.
Through the analysis of these essays, we then
systematically observed what are the most
pertinent components of drivers of gamer toxicity,
and whether there are outstanding fundamental
epistemic or ontological differences between the
players’ thinking. In order to guide this research
including data collection and analysis, we thus
propose the following research question (RQ):
      </p>
      <p>RQ: What factors from a gamer’s perspective
lead up to the occurrence of toxicity in multiplayer
online games?</p>
      <p>Through answering the RQ, we demonstrate
how gamers perceive the various factors
influencing the emergence of toxicity. We also
look at the differences between players in their
thinking and show that there is subjectivity
involved in the interpretation of toxic intent.
These findings have important implications on
both academia and industry, such as highlighting
the importance of communication for neglecting
false positives in toxic intent interpretation. The
rest of this study is structured as follows. First, we
present our research methodology followed up by
the findings. We then discuss the key results and
position our work back to real life situations in
which gamer toxicity takes place. We conclude
the study by discussing the limitations and future
research directions.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>
        As a methodological guide for our data
collection and analysis, we selected the Gioia
method [12]. This method makes a few
assumptions that are important to clarify. First, the
method assumes that the participants are experts
on the topic, and as such, their views and opinions
are not critically evaluated in the analysis. This is
a distinction over alternative methods (e.g. [8]),
where the participants’ views are debated,
challenged and reflected against existing
knowledge bases. In our case, since we were
specifically interested in discovering the
participants’ views on toxicity, the assumption of
participants as knowledgeable agents was
sensible. Second, the Gioia method is an inductive
method, where the data is coded, the codes are
then grouped together, and finally connected to
theory-guided aggregate dimensions. Because of
this streamlined approach, the method has been
called “template-based” and “procedurally
2 Zero Harm in Comms industry research project for mitigating
gamer toxicity:
https://www.riotgames.com/en/news/riot-gamesubisoft-tackling-toxicity-in-games-with-new-project,
January 8, 2022
visited
rigorous”, but also criticized for the lack of
interpretive rigor [
        <xref ref-type="bibr" rid="ref21">23</xref>
        ]. In our case, the clear
analysis procedure provided a framework within
which we could compare individual differences
between the participants. Despite qualitative
research being inherently interpretive, the Gioia
method helped bring structure and hence
objectivity in the otherwise multi-layered and
iterative sense-making process. Regardless, the
analysis process was iterative, and the authors
debated and refined the data structure multiple
times through reasoning, interpretation and
discussion along with increasing familiarization
with the data. Continuing with the Gioia method
[12], we next describe our data collection,
introduce profiles of the research participants, and
describe the analysis process.
2.1.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Data collection</title>
      <p>In order to address our RQ, we collected data
from a sample of university students in the form
of written essays (three pages or ~2000 words).
The advantages of having a sample of university
students over anonymous samples were the
following. First, as the assignment was evaluated
and participants were scored based on their
essays, they had an additional incentive to provide
thoughtful and thorough essays. This is an
important distinction to alternative data collection
methods such as Prolific or MTurk samples,
where the users are incentivized to simply return
passing works as fast and efficiently as possible
with emphasis on producing not more than
passing quality. Second, the participants of our
study were exposed to teaching about toxicity,
which gave them time and tools to conceptualize
the phenomena and potentially also express using
the scientific theories and understanding of the
topic. Simultaneously this strength could also be
a limitation, as the teaching the students received
related to e.g., the online disinhibition effect could
have also guided their thoughts to a more
narrowed direction.</p>
      <p>The instructions for the essays that the students
wrote were as follows. After a lecture on using
gamification to address toxicity in online
environments, we asked students to write about
their personal experiences and understanding of
online toxicity, and to enumerate what they
thought causes online toxicity. Students were
required to write at least three pages and were
asked whether they would provide us the
permission to use their responses anonymously
for research. Those students who did not give
permission were assessed for the course, but not
included in this study. Participants were explained
that declining to partake in the research had no
impact on their grade.</p>
      <p>As the content of the course from where we
collected the essays was designed around
examples from the game League of Legends, we
suggested the students also use the game as an
example in their essays, but this was not
mandatory. After collecting the essays and
grading them, the essays which students had given
permission to use in research were anonymized
and shared with the rest of the research team for
analysis. Altogether out of 18 participants, 16
gave permission to use their responses in research.
Half of the students (n=8) were female, and the
age range of participants was between 20-38 (M
=26.06, SD = 4.78). All participants were familiar
with video games, were third year students, and
had been exposed to academic definitions of
toxicity during the university course. All of the 16
participants also received a passing grade, with no
signs of plagiarism or computer-generated
responses detected in their essays. Students were
given the choice to write the essays in either
German or English, and we received essays in
both languages.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Data analysis</title>
      <p>The data analysis proceeded following the
Gioia method (Gioia et al., 2013) as follows. First,
we labeled the essays with a number P1-P16. We
shared the essays with the research team and
proceeded with familiarizing ourselves with the
material by reading the essays. In this step we
made notes of interesting remarks, potential codes
or concepts related to the RQ. Next, we went
through the essays, coding passages that discussed
a specific concept related to the RQ, such as
frustration, provocation, social norms,
selfregulation and losing. At this stage we were not
worried about looking at individual differences,
but our concern was on identifying all unique
concepts mentioned in the essays. Some of the
codes were not clear, as students did not explain
their thoughts in a way that could be condensed
into a few words or into one. In these cases, we
highlighted complete sentences, or in a few cases
even paragraphs. Altogether, in the first step we
identified 30+ codes that describe the
participants’ understanding of gamer toxicity, and
factors leading to the emergence of it. The coding
process was done by the first author due to a
language barrier, and key quotes were translated
and shared with the rest of the team.</p>
      <p>In the second step of the analysis, continuing
to follow the Gioia method, we grouped the 1st
level concepts together based on similarity to
form 2nd order themes. This was done together by
the first three authors, who discussed the data
structure and framework on multiple occasions to
form themes that best describe the data. This
process was iterative, and the authors adjusted the
themes and the grouping multiple times. As an
outcome, we ended up with ten 2nd order themes,
which are described in Figure 1.</p>
      <p>As the third and final step, Gioia et al. (2013)
describes that the authors should take their
findings towards a more theoretical direction and
connect the 2nd order themes to abstract
aggregate dimensions. For this step, we looked at
factors related to (1) the setting, meaning things
related to the game or platform, social norms or
the real world environment in where players sit
when accessing online content; (2) individual’s
disposition, meaning things such as personality,
motivation to play and possible relationships with
other players; and (3) situational drivers,
describing things such as emotions that spark
during gameplay, in-game events (winning or
losing) and between-players interactions. All ten
2nd order themes could be connected to one of
these three dimensions.</p>
    </sec>
    <sec id="sec-5">
      <title>3. Findings</title>
      <p>Through the analysis process of the Gioia
method, we discovered multiple drivers of
toxicity, which we ultimately sorted into ten 2nd
order themes and further into three aggregate
dimensions. As we discuss the emerging themes,
we do so under the three above-mentioned
aggregate dimensions. We present some
illustrative passages from the participants’ essays,
which are direct quotes in case the essay was
written in English, or translations made by the
authors in case the essay was written in German.
3.1.</p>
    </sec>
    <sec id="sec-6">
      <title>The toxic setting</title>
      <p>The first aggregate dimension that emerged
was the toxic setting, which sets the boundaries of
the game and events within it, and consequently,
also toxicity. This dimension refers to events that
are taking place before playing the game. These
events are rather static, and influenced by the
themes of game affordances, game context, social
norms, and real-world environment.</p>
    </sec>
    <sec id="sec-7">
      <title>3.1.1. Game affordances</title>
      <p>The first theme that showed itself described
affordances of the game located on a level of
technology design. Specifically, several of the
participants mentioned manifestations such as the
chat function and pinging during games, where
sometimes no clear distinction can be made here
between normal communication and toxicity. The
two subsequent passages from P3 and P7 describe
corresponding instantiations:</p>
      <p>“It's always a dilemma in ranked games to
choose between more communication by not
muting the chat and more toxicity or less toxicity
and worse communication by muting the chat. I
don’t really have an appropriate answer to this
challenge.” (P3).</p>
      <p>“…another challenge is that there is often no
consistent use of the ping command, which leads
to a variety of misunderstandings and ultimately
to irritation and toxicity.” (P7).</p>
    </sec>
    <sec id="sec-8">
      <title>3.1.2. Game context</title>
      <p>Another relevant theme here was the game
context comprising concepts such as the ranked
game mode and its competitive environment that
had an impact on the likelihood of experiencing
toxicity in different roles during gameplay, which
showed itself in statements such as the following:
“…since the ranked game mode is very
competitive by nature, the stakes are high as
players invest a lot of time and effort into
improving their gameplay and climbing the ranks.
This high-pressure environment can lead to
players becoming more toxic.” (P1).</p>
      <p>Another relevant notion that emerged were
characteristics of the solo queue game mode,
which was mediated by the present anonymity in
the game.</p>
      <p>“In solo-queue players always get frustrated if
they do not get the role they want during the
champ selection process before the games. As a
consequence, the perpetrate toxicity before the
game has even started.” (P10)</p>
    </sec>
    <sec id="sec-9">
      <title>3.1.3. Social norms</title>
      <p>gamer toxicity remains an inherently and
holistically social phenomena. In relation to the
theme at hand (the setting where toxicity occurs),
P11 expressed their thoughts about the social
influence as follows:</p>
      <p>“That [the online disinhibition effect]
potentially leads to social and ethical norms being
ignored online. Another important factor is the
absence of education about online behaviour and
communication.” (P11)</p>
      <p>“In my own experience the lack of
consequences for toxic behavior is a sincere
problem that can be even considered an accepted
part of the game related culture.” (P12)</p>
      <p>The communication here refers to phenomena
discussed further in the third aggregate
dimension, but this quote also introduces the idea
that real world social and ethical norms are less
relevant, or not relevant at all, in certain online
environments. For example, in League of Legends
the developer takes a strong stance in dictating
what kind of behavior is acceptable in their game,
becoming the ultimate arbiter of socially
acceptable behavior in the online environment.
Here we noticed that some participants were
against the idea that platform owners would have
such power over people (P3, P7), while others felt
that it was necessary for the developer to take a
stance and interfere with toxicity, even more
strongly than what they do currently (P2, P13).</p>
    </sec>
    <sec id="sec-10">
      <title>3.1.4. Real world environment</title>
      <p>Furthermore, the dimension encapsulates the
real-world environment. As people go online,
they are still simultaneously present in the
physical world, and events happening in the
physical world (such as network latency issues,
lighting of the room, interference by roommates)
can translate into emotions and actions that
players experience in the online environment. In
the essays participants discussed various ways
they consider the environment before playing, to
reduce interruptions that may lead to toxicity, but
to also provide them with the adequate tools to
deal with toxicity if it were to arise during a
match. For example, P7 and P 14 wrote the
following:</p>
      <p>“During matchmaking I always use a process
consisting of three steps: first, I make sure to pick
a suitable champion in relation to the opponent
and the own team; second, I make sure I have the
right runes selected; third, I select the
appropriate summoner spells.” (P7)</p>
      <p>“…before every game session I mute my phone
to make sure I don’t get interrupted.“ (P14).</p>
      <p>Another example comes from P1, who wrote
about how they prepare for games by checking
their settings:</p>
      <p>“To avoid the problem [of having to endure
toxicity], I make sure that my chat- and ping
settings are accurate in relation to if I play normal
or ranked.” (P1)</p>
    </sec>
    <sec id="sec-11">
      <title>3.2. Individual pre-dispositions that guide actions and reactions</title>
      <p>The second aggregate dimension that emerged
were individual pre-dispositions that guide player
actions and reactions during games that may lead
to toxicity. In accordance with the first dimension,
events are rather static, and influenced by the
themes of playing motivation, personality, and
social relationships.</p>
    </sec>
    <sec id="sec-12">
      <title>3.2.1. Playing motivation</title>
      <p>The first theme, playing motivation, that had
an impact on the likelihood of experiencing
toxicity in different roles during gameplay, which
showed itself in statements such as the following:
“The motivation before a game is a complex
topic but definitely has an influence how sensitive
I will react in relation to situations that drive me
mad.” (P13).</p>
      <p>“During the end of every season I want to
improve my Elo level. As a consequence, my
motivation is much more achievement related and
I react to losses much more sensitive, which
(probably) shows in my own toxicity
perpetration.” (P5)</p>
    </sec>
    <sec id="sec-13">
      <title>3.2.2. Personality</title>
      <p>The second theme, players’ individual
predispositions, described a rather static pre-given
characteristics of individuals such as their
personality that players carry with them to games,
and which are not subject to change in the short
term. Related to this theme a substantial part of
participants wrote about the influence of the
personality of players affecting toxicity as P10
and P14 stated:</p>
      <p>“Players have different personality
characteristics that hurt or make other players
mad. As an example, if you are a very extroverted
person this might increase the likelihood of
portraying toxicity during games.” (P10)
“Some players just lack resiliency to deal with
challenging moments of conflicts during games,
which oftentimes leads to toxic behavior.” (P14)</p>
    </sec>
    <sec id="sec-14">
      <title>3.2.3. Social relationships</title>
      <p>Furthermore, social relationships occurred as
another relevant concept that occurred.
Accordingly, participants mentioned that social
relationships are one relevant predisposition as
well, regarding the likelihood of the occurrence of
toxicity and the potential to deal with negative
situations. Interestingly, some even stated that
they experienced higher levels of toxicity playing
with friends (opposed to strangers):</p>
      <p>“As I played these games with my friends, we
steadily improved and with that my ambition
grew. In this situation and similar situations, it is
easier to be toxic, as you know the other players.”
(P15)</p>
      <p>However, we found the complementary
relationship in our data as well:</p>
      <p>“One of my former boyfriends introduced me
to the game and we played hundreds of hours in
duo queue together. Since I knew him quite well,
it was much easier to avoid misunderstandings in
the game and it happened very rarely one of use
carried out toxic perpetration.” (P16)</p>
    </sec>
    <sec id="sec-15">
      <title>3.3. Situational factors triggering toxicity</title>
      <p>The third aggregated dimension, situational
factors, referred to events that happen during the
game. These events were highly dynamic and
comprised the 2nd order themes in game events,
emotions, and perceived interactions.</p>
    </sec>
    <sec id="sec-16">
      <title>3.3.1. In-game events</title>
      <p>Multiple participants expressed in their essays
how frustrating in-game events such as losing a
match, dying, others not following
communication or being provoked by the enemy
team were often the catalysts for toxicity. As a
rationale, participants stated that players feel
greater pressure to perform and can become
frustrated when their team does not perform as
well as they would like due to events during the
game, which can lead to higher levels of toxicity
in communication between players, such as
blaming others for mistakes.</p>
      <p>“The sad thing about ranked games in League
of Legends is that the outcome often depends on
just a few key moments. For example, a baron
fight after 30 minutes is often game-changing.
Accordingly, it's hard to understand why players
don't listen to communication when preparing the
target, but just farm somewhere on the map.” (P9)
“As a top laner it is really annoying if you have
three AP champions on your team and the
opponent still buys lots of armor. As a
consequence, you’re pretty useless then and need
to burn off some steam.” P12</p>
    </sec>
    <sec id="sec-17">
      <title>3.3.2. Emotions</title>
      <p>Another important theme that was ubiquitous
in the essays related to the situational drivers were
players’ emotional states. Triggered by the
abovediscussed frustrating in-game events, or possibly
things that occur offline such as a boyfriend
nagging or having poor internet, participants
connected the resulting negative sentiment to
triggers of toxicity and subsequent malicious
actions. The following two quotes’ passages
illustrate these ideas:</p>
      <p>“People get easily frustrated if the game does
not go how they expected it to go. That happens
especially in higher ranked competitive games
which can have very long queue times and losing
such games multiple times in a row because of
someone else’s (they themself always play
perfectly!) is frustrating and that frustration can
turn into anger” (P8)</p>
      <p>“The possibilities of spreading toxic behavior
via an anonymous account and thus letting out
frustration, stress and suppressed feelings are
manifold.” (P4)</p>
    </sec>
    <sec id="sec-18">
      <title>3.3.3. Perceived interactions</title>
      <p>Connected to the negative emotions was the
idea that toxicity was provoked in some way or
another due to interactions during the game. The
provocation did not have to be intentional and
could simply be the result of the team losing
(which happens roughly 50% of the time). The
participants also talked about insulting, a specific
form of toxicity, which was one of the most often
mentioned expressions of toxicity. The following
two quotes highlights this:</p>
      <p>“Another well-known way of Insulting is
(obviously) insulting the enemy team if they killed
someone or won the game itself or even if one of
the enemies or the whole team got outplayed in an
unexpected way” (P8).</p>
      <p>“What really drives me mad is behavioral
toxicity I experience during gameplay such as if
others steal my experience by stealing camps in
my jungle.” P3</p>
    </sec>
    <sec id="sec-19">
      <title>4. Discussion</title>
    </sec>
    <sec id="sec-20">
      <title>4.1. Key findings</title>
      <p>Through our analysis of student essays from a
rather homogenous sample of gamers (n=16) we
identified ten 2nd order themes that are relevant
in the emergence of toxicity in online multiplayer
games, which we then connected to three
aggregate dimensions that all show references to
previous work dealing with toxicity: (1) the
setting in which toxicity occurs comprising game
related affordances and game content, social
norms, and real-world environment [6, 19, 26]; (2)
individual dispositions consisting of motivation,
players’ personality, and social relationships [14,
17]; and (3) situational drivers such as in-game
events and interactions that transpire between
players such as in-game events, emotions, and
interactions [9, 27].</p>
      <p>We now return to the illustrative story
presented in the Introduction section. In Figure 2,
we show how the initial perpetrator of the story
may have banned Galio from Fynn out of (a)
malicious intent, (b) simply being clueless
regarding the situation, or (c) through another
reason which Actor 1 failed to communicate to
Fynn. The action of banning Galio can be
interpreted by Fynn (Actor 2) in multiple ways.
For example, they can give Actor 1 the benefit of
the doubt and assume a positive interpretation of
the action such as that Actor 1 banned Galio as
they were afraid the opposing team would steal it.
On top of the intention and interpretation, the
actors can choose to suppress or commit to their
impulses for actions. In Figure 2, we show how
the three aggregate dimensions (to which our
second order themes, and consequently the 1st
order concepts relate to) can be used to explain
this situation. First, we have the setting (e.g., the
game and the affordances) that dictates the
interactions at a high level. Nested inside this are
the actors and their interactions, which are
impacted by the individual dispositions. There are
then the events and situational drivers that
transpire during games, that all ultimately
contribute to the actions (toxic or not) that players
take during the game.</p>
    </sec>
    <sec id="sec-21">
      <title>4.2. Implications for research and practice</title>
      <p>In this study we sought out to better understand
drivers of gamer toxicity through an analysis of 16
essays that provide some added value for research
and practice. Our purpose was not to produce a
new definition, but rather, to map and elucidate
the various circumstances that are relevant in the
emergence of toxicity. Through this approach, we
were able to elucidate 10 themes which could be
broadly divided into three dimensions.</p>
      <p>The quotes regarding the first aggregate
demonstrate the participants’ lived experiences
when playing League of Legends, where they are
actively preparing themselves for situations where
toxicity may occur. While participants have some
leeway in controlling the environment (e.g.,
through arranging the offline environment and
tweaking in-game settings), and even on a
metalevel selecting which game they play, when
committing to a match of League of Legends there
are countless of environmental factors that are
beyond the participants’ control, such as who
happen to be their teammates, what in-game
affordances there are and what are the social
norms and expectations of their teammates. Thus,
while there is personal responsibility involved in
combating toxicity in terms of the setting where
toxicity takes place, we cannot rule out the
influence of other factors such as the game
developer.</p>
      <p>The given examples in relation the second
aggregate dimension highlight how fundamental
human interactions and relationships inherently
indicate behavior. Participants agreed that
relationships and personality were critical factors
in explaining gamer toxicity. Furthermore, these
factors are by large out of the developers’ control,
meaning that developers need to compensate in
their platform things that are fundamental human
issues by imposing rules and regulations for fair
play and behavior. They also need to reinforce
those rules, which may lead to various issues. For
example, even in our homogenous sample not all
participants agreed on what was toxic and what
was not (see the first dimension). Furthermore,
games such as League of Legends are played
globally, with players coming from various
cultural background and having potentially very
different behavioral expectations and
understandings on what sort of behavior is
allowed. All these factors combined; this
dimension showcased aspects related to
individuals’ predisposition and factors prima facie
disconnected from the technology platform, that
still need to be accounted for and dealt with by the
developer.</p>
      <p>The quotes regarding the third aggregated
dimension suggest that players are creative in
making use of various affordances in behaving in
a toxic fashion. For the victims, this is a difficult
situation as it is almost impossible to shield
oneself from all the possible expressions of
situational toxicity. Even if the developer
punishes perpetrators retroactively, many of the
toxic actions are not necessarily done with
malicious intention, hence punishing for such
behaviors would result in false positives. As
players learn which malicious actions are
punished and which are not, they gravitate
towards those actions that are not punished. For
example, currently we are seeing the chat being
heavily regulated in League of Legends, which
has simply moved the toxic expression more and
more to the in-game actions.</p>
      <p>Summarizing, through Figure 2, we
demonstrate how the discovered framework can
be used to explain the occurrence of toxicity in
League of Legends. These findings contribute to
the literature on online toxicity [1,5,6,12,13,14] as
follows:</p>
      <p>First, the findings suggest that as there is
subjectivity involved in the interpretation of
toxicity. To counter this, stakeholders should
investigate strategies for improving player
communication, and to also identify situations in
which misunderstandings happen in the first place
(such as Champion selection screen in League of
Legends) to break the cycle of toxicity at an early
stage.</p>
      <p>Second, the findings show that much of the
factors leading up to toxicity are beyond the
control of the developer. Furthermore, the current
measures of developers (very strict chat rules,
interaction disabling, judgement and report
systems), may in fact overcompensate and step
beyond the boundaries of what the developer
should do, interfering with the territory of social
norms and other broader characteristics of culture
which arguably should be beyond the control of
individual tech companies.</p>
      <p>Third, the findings illustrate that toxicity
occurs in various places throughout even an
individual match, and to various degrees, and that
the actions and reactions of individuals contribute
to a complex dance of player interactions nested
inside the game setting and influenced by
individual predispositions. This suggests that
instead of punishing individual acts of toxicity,
malicious online behavior should be looked at
more broadly.
4.3.</p>
    </sec>
    <sec id="sec-22">
      <title>Limitations and future work</title>
      <p>The empirical data collected for our research
consisted of 16 essays from a heterogenous group
of League of Legends players, and accordingly,
the final list of characteristics should not be
considered exhaustive. Despite this, we still
identified differences in characteristics and views
that the participants expressed in their essays.
However, due to the limitations of the sample,
future steps of this research will include refining
the essay instructions and expanding the essay
recruitment to a larger audience. Furthermore,
alternative strategies such as player interviews or
ethnographic observations could be used to
support and triangulate the findings of our
approach. Another limitation relates to the
research setting being tied to the game League of
Legends. For the purpose of deriving a holistic
conceptualization of the factors impacting the
emergence of toxicity we encourage critical
studies between various environments that seek to
identify which factors are specific to the context
(such as League of Legends), and which are more
universal.</p>
    </sec>
    <sec id="sec-23">
      <title>5. Conclusion</title>
      <p>To conclude, we return to the title of this work,
and address the question of “What drives gamer
toxicity?” According to our findings, it is the
interplay of the three dimensions a) the game
related setting, b) dispositions of players, and c)
situational factors that lead to actions that cause
negative emotion and sentiment to other players.
Participants in our data emphasized these
dimensions to varying degrees, highlighting
individual differences in understanding the
drivers of toxicity. We encourage future research
addressing gamer toxicity to focus on dimensions
of drivers of toxicity rather than individual
displays of actions such as swearing, stealing a
resource or leaving the game.</p>
      <p>6. References</p>
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  </back>
</article>