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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A toxic triad: Aggression, anger, and authoritarianism - A study with multiplayer online battle arena game 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="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bjoern Niehaves</string-name>
          <email>niehaves@uni-bremen.de</email>
          <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 Turku</institution>
          ,
          <addr-line>Kiinamyllynkatu 13, 20500 Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>23</fpage>
      <lpage>32</lpage>
      <abstract>
        <p>Previous research on players' toxic behaviors in multiplayer online battle arena games (MOBAs) has suggested that individual beliefs about how other players “ought to behave” are major contributors to how they perceive and experience toxicity. In this study, we operationalized a psychometric measure of authoritarianism as a proxy for capturing players' beliefs about the rigidity of roles and behavioral expectations in the MOBAs League of Legends and Dota 2. Using reasoning from frustration-aggression theory, we formulated hypotheses which we tested with a cross-sectional sample (N=216). The results offered support for our hypothesis that those scoring higher on authoritarianism also reported experiencing higher levels of anger and aggression in MOBAs. This study is among the first to offer empirical support that strong beliefs about rigid roles and behavioral patterns may lead to increased frustration and, consequently, toxic behavior.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Toxicity</kwd>
        <kwd>toxic behavior</kwd>
        <kwd>aggression</kwd>
        <kwd>anger</kwd>
        <kwd>authoritarianism 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Not only since the pandemic, multiplayer online battle
arena games (MOBAs) have enjoyed steadily
increasing popularity across the world. For example,
one of the most popular MOBAs currently, League of
Legends, is played monthly by over 150 million players
and is one of the highest-grossing video games in the
world, bringing in billions of dollars each year [
        <xref ref-type="bibr" rid="ref44 ref45">36, 37</xref>
        ].
The great success of MOBAs also can be attributed to
the now standard, but back in-the day innovative,
freeto-play business model (i.e., in which players get
access to the game without having to pay for it), which
significantly increased the appeal of the corresponding
games and lowers setup costs for players. On the
revenue side, MOBAs earn much of their revenue from
selling so-called purely hedonic quadruple items (such
as ward or champion skins) [
        <xref ref-type="bibr" rid="ref36">8, 28</xref>
        ]. Moreover, MOBAs
can be understood as a unique digital playground that
is highly dynamic, competitive, and frustrating, but
also offers less autonomy for individual players than
older game concepts [
        <xref ref-type="bibr" rid="ref26 ref52">18, 44</xref>
        ]. As a result, new forms of
digital user behavior and collaboration can be
observed.
      </p>
      <p>A related phenomenon that can be observed in the
MOBA context, and also other competitive online
games, is so-called toxic behavior, which represents an
umbrella term for different forms of deviant behaviors</p>
      <p>0000-0003-3495-6855 (B. Kordyaka); 0000-0003-4285-0073 (S.
Laato); 0000-0002-2682-6009 (B. Niehaves)
© 2024 Copyright for this paper by its authors. The use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
such as insulting, criticizing, or stealing resources
(mostly) directed towards teammates [
        <xref ref-type="bibr" rid="ref38">30</xref>
        ]. Toxic
behavior leads to a bad mood during highly
competitive games and is considered the primary
driver of player churn [2]. Therefore, toxic behavior is
a major challenge in MOBAs and beyond. During the
last couple of years, academia has started to focus
much more heavily on toxic behavior and contributed
to the current understanding of toxicity. For example,
Neto et al. (2017) studied communication patterns
that lead to toxic behavior among players and found
that once it has begun, toxicity propagates and
manifests throughout a battle [
        <xref ref-type="bibr" rid="ref50">42</xref>
        ]. Moreover, Adinolf
and Turkay found that most reported instances of
toxicity originate from players’ need attributing failure
to others [2] and Beres et al looked at the
normalization of toxic behaviors [
        <xref ref-type="bibr" rid="ref20">12</xref>
        ]. Furthermore,
Kordyaka et al. derived a unified theory of toxic
behavior, showing that attitude, past victimization
experiences, behavioral control, and toxic
disinhibition were the most relevant antecedents of
toxic behavior [
        <xref ref-type="bibr" rid="ref37">29</xref>
        ]. Despite some isolated indications,
relationships between the player's personality and
toxic behavior are still scarce, which is surprising
because they would offer an efficient opportunity to
address clusters of players based on different
characteristics. More specifically, there is a lack of
knowledge on to what degree players’ tendencies for
negative emotions (e.g., anger and aggression) and
individual orientations correlate with toxicity.
      </p>
      <p>
        With the present study, we seek to contribute to
these research gaps by exploring the relationship
between individual dispositions and orientations and
toxic behavior in a theory guided manner. For this, we
refer to previous work that already dealt with the
relationship between individual dispositions and
orientations and deviant behaviors in the neighboring
contexts of social psychology, political science, and
sociology [
        <xref ref-type="bibr" rid="ref23 ref30">1, 15, 22</xref>
        ]. Specifically, we want to test the
explanatory potential of the political orientation
authoritarianism (e.g., describing the advocacy of
strict obedience to authority at the expense of personal
freedom) and the two individual emotional
dispositions: anger (e.g., describing an intense
emotional state of displeasure and hostility) and
aggression (e.g., refers to a behavior intended harming
oneself or others) as antecedent variables of toxic
behavior [
        <xref ref-type="bibr" rid="ref46">5, 38</xref>
        ]. To this end, we use a cross-sectional
survey design, covariance-based statistics, and
structural equation modeling collecting data from
players of the two successful MOBAs League of
Legends and Defense of the Ancients 2. In summary,
our study is guided by the research question listed
below:
Research question: How do authoritarianism, anger,
and aggression influence toxic behavior in MOBAs?
      </p>
      <p>By answering the RQ we contribute to the
research on toxicity in the fields of IS and beyond. The
rest of this study is structured in the following order.
First, in the related work section, we introduce toxic
behavior and the relevant antecedent variables (i.e.,
authoritarianism, anger, aggression). Next, we
describe the methodology including research design,
data collection, and measurements used. Following
this, we present the results comprising preliminary
analysis, hypotheses testing, and additional analysis.
Afterwards, we discuss our main findings, their
implications and limitations, and future work. The
paper closes with a short conclusion section.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>In the following, we provide introspection about
relevant knowledge related to the context and
constructs of our study.</p>
      <sec id="sec-2-1">
        <title>2.1. MOBA games</title>
        <p>
          MOBA games, or Multiplayer Online Battle Arena
games, are a genre of video games that can be
understood of a contemporary form of strategy video
games, where two teams of players, typically
consisting of five members each, compete on a
strategic battlefield to destroy the opposing team's
main structure (oftentimes called the Nexus) [
          <xref ref-type="bibr" rid="ref26">18</xref>
          ].
Played on maps with distinct lanes, players control
unique champions (sometimes called heroes as well)
with specific abilities, gaining experience and gold
throughout the match to level up and purchase items
[
          <xref ref-type="bibr" rid="ref49">41</xref>
          ]. The objective in a variety of MOBAs is to push
through enemy defenses, defeat opponent heroes, and
ultimately destroy the enemy team's core or nexus [3].
A notable feature of MOBAS is the combination of the
design elements of real-time interaction in a highly
competitive environment [
          <xref ref-type="bibr" rid="ref41">33</xref>
          ]. With a focus on
teamwork, strategy, and individual skill, popular
examples include League of Legends and Defense of
the Ancients 2, offering a highly competitive and
engaging gaming experience.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Toxicity in MOBAs</title>
        <p>
          The occurrence of toxic behavior is one of the most
crucial challenges for the contemporary industry of the
MOBA market because corresponding behaviors
substantially limit the player experience leading to
negative (economic) consequences such as reduced
revenue and lowering the number of players [
          <xref ref-type="bibr" rid="ref35 ref49">27, 41</xref>
          ].
Furthermore, some scholars even derived indicators
that toxicity not only makes the game less enjoyable
but can also negatively impact the mental health and
well-being of players [
          <xref ref-type="bibr" rid="ref25 ref40">17, 32</xref>
          ]. To combat toxicity,
game developers, such as Riot Games (in case of the
most successful MOBA League of Legends) often
implement systems such as reporting and banning
systems, which show manageable levels of success
[
          <xref ref-type="bibr" rid="ref39">31</xref>
          ]. To better understand toxicity, it's important to
know the unique characteristics of toxic behavior and
how it differs from other negative behaviors online.
Opposed to well researched constructs of the dark side
of technology use, such as cyberbullying [
          <xref ref-type="bibr" rid="ref17">7, 9</xref>
          ], toxic
behavior is much more temporary and not always
intentional (it can be rather understood as a
spontaneous strategy of coping as an answer to a
situation of stress), and a rather normalized part of the
ordinary culture of play [
          <xref ref-type="bibr" rid="ref20 ref43">2, 12, 35</xref>
          ]. As explanations the
specifics of the online environment (e.g., anonymity
and online disinhibition) as well as characteristics of
the game (e.g., competition, need for collaboration)
were often listed [
          <xref ref-type="bibr" rid="ref37 ref39">29, 31</xref>
          ]. Summarizing, existing
research has already derived a substantial body of
knowledge related to toxic behavior but its
relationship with player dispositions and orientations
is still scarce.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Authoritarianism</title>
        <p>
          As briefly introduced earlier, authoritarianism can be
conceptualized as a political orientation that combines
elements of politics and authoritarianism [
          <xref ref-type="bibr" rid="ref25">5, 17</xref>
          ].
Authoritarianism classically impacts individuals'
attitudes and behaviors by suppressing dissent,
scapegoating marginalized groups, and reinforcing
social hierarchies. The orientation has already been
explored in contexts such as social psychology,
political science, and sociology trying to understand
better the underlying psychological and sociopolitical
factors associated with authoritarian attitudes and its
implications [
          <xref ref-type="bibr" rid="ref54">4, 46</xref>
          ]. To the best of our knowledge, no
study has yet attempted to better understand the
relationship between authoritarianism and toxic
behavior in MOBAs, which is surprising because
individuals with authoritarian tendencies may exhibit
a desire for control and dominance, leading to
aggressive and toxic behavior toward teammates or
opponents. Corresponding insights promise to offer
possibilities for a more inclusive and respectful
gaming culture by raising awareness, implementing
clear guidelines and reporting systems. Based on the
characteristics of authoritarianism (e.g., suppression
of dissent, reinforcement of social hierarchies), it
should have an impact on how players deal with
stressful and potentially frustrating situations during
a game. Following this line of thought, player
authoritarianism should contribute to the
manifestation of toxic behaviors and manifest itself
through more toxic behaviors during a game, such as
resource theft, harassment, and unsportsmanlike
conduct. Accordingly, we specify our Hypotheses 1:
        </p>
        <p>Hypothesis 1: the individual orientation
authoritarianism is positively correlated with toxic
behavior.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Frustration-aggression theory</title>
        <p>
          Frustration-aggression theory is a psychological
theory that proposes a direct relationship between
frustration and the likelihood of resulting aggressive
behavior. The theory posits that when an individual
experiences frustration or an obstacle in achieving a
goal, it triggers a state of emotional arousal,
specifically anger and aggression [
          <xref ref-type="bibr" rid="ref21 ref22">13, 14</xref>
          ]. The
individual dispositions anger (e.g., can be considered
an emotional response of an individual) and
aggression (e.g., can be considered a behavioral
response of an individual) have a long history in
psychological research and the context of deviant
behaviors since both constructs are relevant in many
aspects of human cohabitation, as they are natural
responses to stress, conflict, and frustration [
          <xref ref-type="bibr" rid="ref30 ref46 ref48">22, 38,
40</xref>
          ]. Previous research, has already made use of anger
and aggression in the context of video games deriving
insights such as exploring the link between violent
video games exposure and aggression or how design
features can be used to reduce aggression [
          <xref ref-type="bibr" rid="ref55 ref56">47, 48</xref>
          ].
However, to the best of our knowledge, no study up to
now has attempted exploring relationships between
anger and aggression and toxic behavior, which is
surprising because both concepts offer particularly
suitable opportunities to explain toxicity because of
resulting conflicts during gameplay of highly
competitive and disinhibited MOBAs. Based on this, we
specify two hypotheses we seek to test within our
study.
        </p>
        <p>First, because anger is a natural emotional
response to frustrating situations that occur multiple
times in almost every MOBA ranked game, we
hypothesize that players in a disinhibited environment
act more impulsively without considering the
consequences of their actions and that they are more
likely to behave in a toxic manner. Accordingly, we
postulate a reinforcing effect of anger on toxic
behavior and formulate our Hypothesis 2:</p>
        <p>Hypothesis 2: the individual disposition anger is
positively correlated with toxic behavior.</p>
        <p>Second, we seek to test whether behavioral
aggression is also a relevant predictor of toxic
behavior in MOBAs. Specifically, we postulate a
positive relationship between aggression and toxicity,
as aggression is defined as a hostile attitude that
should increase the likelihood of the occurrence of
negative (toxic) behaviors. Accordingly, we assume a
reinforcing effect of aggression on toxic behavior and
formulate our Hypothesis 3:</p>
        <p>Hypothesis 3: the individual disposition
aggression is positively correlated with toxic behavior.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>To comprehend the methodology in our study, we
subsequently illustrate information related to the
research design and the procedure, the data collection
and participants, and the measurements used.</p>
      <sec id="sec-3-1">
        <title>3.1. Research design and procedure</title>
        <p>To answer our RQ and the corresponding hypotheses,
we used a cross-sectional approach collecting
selfreported data from players of the two MOBAs League
of Legends and Defense of the Ancients 2 with the aid
of an online survey. After data collection, we analyzed
the data with covariance-based statistics (i.e.,
regression analysis and structural equation modelling)
using SPSS 28 and AMOS 28. The subsequent Figure 1
illustrates the research model of our study.</p>
        <p>To ensure a structured procedure, we divided our
questionnaire into a total of five parts, each of which
was presented separately, with the items in the
individual parts being randomized. In the first part of
the questionnaire, we first listed the aim of our study
and the necessary characteristics of the research
subjects as well as information on data protection and
contact options. Subsequently, in the second part of
the questionnaire, we asked all items related to our
independent variables (authoritarianism, anger,
aggression). This was followed in part three of the
questionnaire by our dependent variable toxic
behavior and in part four by relevant demographic
characteristics of the participants. Finally, in part five,
we thanked the participants and presented the
necessary code to prove their participation.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Data collection and participants</title>
        <p>First, we collected data from 254 participants via the
crowdsourcing marketplace Mechanical Turk
(MTurk). All participants received $2.15 as a reward
for participating in our study. To ensure that the
questions were answered seriously and that
participants were attentive while participating in our
questionnaire, we included a total of three attention
check items in our questionnaire (e.g., "Please choose
a number greater than 4"). Using these measures, we
excluded a total of 18 participants, leaving a sample of
236 MOBA players. To further ensure the quality and
fit of the participants to the objectives of our study, we
also asked participants to indicate their three favorite
game characters (either in League of Legends or
Defense of the Ancients 2) in an open response field
and excluded participants with ambiguous answers
(10 cases). We also excluded 10 additional cases with
implausible answers (e.g., single or triple digit age) and
missing data. Consequently, our final sample
comprised 216 participants.</p>
        <p>Regarding the demographic characteristics of our
sample, most participants were male (n = 119),
roughly around 34 years (M = 34.19; SD = 6.92),
holding a bachelor’s degree (69%), and coming from
North America (n = 189). Additionally, regarding the
control variables, the majority of participants played
League of Legends (n=152), their playing experience
was a little more than 3 years as an average (M = 3.17;
SD = 1.11), they reported playing video games several
times a week (M = 2.26; SD = 1.03) for approximately
10 hours per week (M = 10.08; SD = 2.08).</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.2. Measurements</title>
        <p>To measure the reflection constructs in our study, we
used validated scales and items from previous studies
and adapted these to the context of our MOBA games
study wherever necessary. To measure the items, we
used a seven-point Likert scale ranging from 1
("strongly disagree") to 7 ("strongly agree") to avoid
comparability and unnecessary bias. A complete list of
the measurement instruments used in our study can be
found in the subsequent Table 1. To ensure an
adequate understanding of the items, we distributed
the questionnaire to two student assistants (both of
whom have extensive experience with MOBAs) from
one of our research groups prior to our data
acquisition, with the task of ensuring
comprehensibility. Based on the feedback from both
assistants, the items seemed easy to understand.</p>
        <sec id="sec-3-3-1">
          <title>Construct</title>
          <p>Toxic behavior
Authoritarianism</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>Anger</title>
        </sec>
        <sec id="sec-3-3-3">
          <title>ID Wording</title>
          <p>If I get mad during a game, I…
TB_1 ...intentionally interrupt others while they are writing.</p>
          <p>TB_2 ...hold others responsible making own mistakes.</p>
          <p>TB_3 ...take away resources belonging to others.</p>
          <p>TB_4 ...insult others.</p>
          <p>TB_5 ...criticize others.</p>
          <p>
            AT_1 Troublemakers should clearly feel the effects of the fact that they are [
            <xref ref-type="bibr" rid="ref32">24</xref>
            ]
unwanted in the game.
          </p>
          <p>AT_2 Players should leave important decisions to those in charge.</p>
          <p>AT_3 Established conducts should not be questioned in the game.</p>
          <p>
            AN_1 I become irritable if I am disadvantaged during a match [
            <xref ref-type="bibr" rid="ref48">40</xref>
            ]
AN_2 I get mad when I lose points.
          </p>
          <p>AN_3 I show my irritation when frustrated during a game.</p>
          <p>AN_4 I find it difficult to control my temper during a match.</p>
          <p>AN_5 Game bugs make me angry.</p>
          <p>AN_6 I feel bitter towards my opponent if I lose.</p>
        </sec>
        <sec id="sec-3-3-4">
          <title>Source</title>
          <p>
            [
            <xref ref-type="bibr" rid="ref38">30</xref>
            ]
          </p>
          <p>Violent behaviour, directed towards an opponent, is acceptable.
It is acceptable to use illegal force to gain an advantage.
I taunt my opponents to make them lose concentration.
I use excessive force to gain an advantage.</p>
          <p>I insult opponents to distract them.</p>
          <p>
            Opponents accept a certain degree of abuse.
[
            <xref ref-type="bibr" rid="ref48">40</xref>
            ]
Dependent variable
Toxic behavior. To measure toxic behavior, we used an
empirically validated scale consisting of five items
[
            <xref ref-type="bibr" rid="ref37">29</xref>
            ]. The scale (M = 4.21; SD = 1.63; Cronbach’s Alpha
= .91) comprised statements such as “If I get mad
during a game, I hold others responsible for making
own mistakes”.
          </p>
          <p>
            Independent variables
Authoritarianism. To measure authoritarianism, we
used an empirically validated scale consisting of three
items [
            <xref ref-type="bibr" rid="ref32">24</xref>
            ]. The scale (M = 4.60; SD = 1.44; Cronbach’s
Alpha = .84) comprised statements such as
“troublemakers should clearly feel the effects of the
fact that they are unwanted in the game”.
          </p>
          <p>
            Anger. To measure anger, we used an empirically
validated scale consisting of six items [
            <xref ref-type="bibr" rid="ref48">40</xref>
            ]. The scale
(M = 4.42; SD = 1.33; Cronbach’s Alpha = .89)
comprised statements such as “I become irritable if I
am disadvantaged during a match”.
          </p>
          <p>
            Aggression. To measure anger, we used an
empirically validated scale consisting of six items [
            <xref ref-type="bibr" rid="ref48">40</xref>
            ].
The scale (M = 4.11; SD = 1.64; Cronbach’s Alpha = .94)
comprised statements such as “I taunt my opponents
to make them lose concentration”.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <sec id="sec-4-1">
        <title>4.1. Preliminary analysis</title>
        <p>
          To control for any unwanted effects of the
demographic and control variables on the dependent
variable toxic behavior, we conducted a multiple linear
regression analysis. Therefore, we inserted the
demographic (age, sex, education, country) and
control (game, started to play, frequency, hours a
week) variables as predictors of the dependent
variable toxic behavior. The regression showed a
significant result (F (8,204) = 3.75, p &lt; .001) and
explained 9% of the variance of the dependent variable
toxic behavior. After controlling for the false discovery
rate using the Bonferroni correction [
          <xref ref-type="bibr" rid="ref19">11</xref>
          ], only the
variable education (β = .21, p &lt; .05) had significant
effects on toxic behavior (all others p ≥ .53).
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Hypotheses testing</title>
        <p>To test the hypotheses of our study, we inserted
authoritarianism as well as anger and aggression as
independent variables to explain the dependent
variable toxic behavior, while controlling for the
influence of the identified confound education. The
regression equation showed a significant result (F
(4,211) = 117.20, p &lt; .001) and explained 68% of the
variance of the dependent variable toxic behavior.
After applying the Bonferroni correction, anger (β =
.21, p &lt; .01) and aggression (β = .59, p &lt; .01) had
significant effects (others p ≥ .22). Accordingly, we
found empirical support for Hypotheses 2 and 3
(opposed to Hypothesis 1).
4.3.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Additional analysis</title>
        <p>
          To derive a more holistic picture related to the
relationships between the variables in our research
model, we decided to carry out some additional
analysis. For this, we relied on the previously
identified results of the hypothesis testing section and
specified the non-significant variable authoritarianism
as an antecedent of anger and aggression. Despite the
empirical indicator of the hypotheses testing, we
justified this specification because authoritarianism is
related to an emphasis on strict adherence to
traditional values, hierarchical structures, and the
suppression of dissent [
          <xref ref-type="bibr" rid="ref32">24</xref>
          ]. These beliefs can create a
sense of threat when their worldview or authority is
challenged, which should result in heightened anger
and aggressive behaviors.
        </p>
        <p>
          Before testing the structural equation (path)
model, we derived relevant validity indicators
allowing us to carry out a structural equation path
model based on existing recommendations in relation
to discriminant and convergent validity [
          <xref ref-type="bibr" rid="ref28 ref29">20, 21</xref>
          ].
Specifically, we carried out a maximum-likelihood
factor analysis with oblimin rotation specifying the
extraction of four factors (i.e., toxic behavior,
authoritarianism, anger, aggression) to test the
composite reliability (CR), the average variance
extracted (AVE), and the Fornell-Larcker criterion.
Based on the results depicted in Table 2 and Table 3 in
the Appendix, all composite reliabilities exceeded the
recommended threshold of 0.7 (≥ 0.77), the AVE of
each construct was greater than 0.5 (≥ 0.51), and all
items loaded on the intended factors (j ≥ .62).
Accordingly, convergent validity of the four constructs
seemed satisfied. Additionally, the square root of the
AVE of each construct (≥ 0.71) was greater than the
correlations between each construct and the other
constructs (≤ 0.70), and no meaningful cross-loadings
were detected, satisfying the conditions required for
discriminant validity.
        </p>
        <p>
          To test the specified model, we inserted the data
into a structural equation (path) model [
          <xref ref-type="bibr" rid="ref33">25</xref>
          ]. The
results of the path model showed little room for
improvement (χ2 (1,216) = 4.15, p = .04), which is no
longer relied upon as a basis for acceptance or
rejection of a model [
          <xref ref-type="bibr" rid="ref51 ref53">43, 45</xref>
          ]. Therefore, we assessed
additional fit indices, which consistently indicated an
excellent fit between the postulated theoretical model
and the empirical model (CFI = .99, GFI = .99, SRMR =
.02). The subsequent Figure 2 summarizes the results.
Based on the results of our model, all predictors
accounted for 68% of the variance of toxic behavior.
Whereby, anger (β = .24, p &lt; .001) and aggression (β =
.65, p &lt; 0.001) predicted toxic behavior and
authoritarianism predicted anger (β = .70, p &lt; .001)
and aggression (β = .58, p &lt; .001). Furthermore, anger
and aggression showed a significant correlation (r =
.42, p &lt; .001).
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>Subsequently, we summarize our main findings,
illustrate the significance of them, and highlight
possible implications for theory and practice, and
limitations, we subsequently list them below.</p>
      <sec id="sec-5-1">
        <title>5.1. Main findings</title>
        <p>Based on the results of our study, we are now able to
answer our research question – How do
authoritarianism, anger, and aggression influence
toxic behavior in MOBAs? Taken together, we
summarize our key findings with the following points:
•</p>
        <p>First, the individual orientation
authoritarianism was (opposed to our
Hypothesis 1) not a relevant predictor of
toxic behavior</p>
        <p>Second, the individual dispositions anger as
well as aggression were highly relevant
positive predictors of toxic behavior
confirming Hypotheses 2 and 3.</p>
        <p>Third, as part of our additional analysis, we
found empirical indicators that
authoritarianism was a meaningful predictor
variable of both individual dispositions anger
and aggression.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Implications for theory</title>
        <p>The results of our study allow for several implications
that are relevant on the level of theory. Below, we
elaborate on some of them.</p>
        <p>
          First, contrary to our hypotheses’,
authoritarianism was (to our own surprise) not a
direct predictor of toxic behavior. One possible
explanation for this could be the semantic distance of
the operationalization of authoritarianism we picked
for our study, which rather describes more general
orientations towards society (e.g., "people should
leave important decisions to those who are in charge")
[
          <xref ref-type="bibr" rid="ref39">31</xref>
          ]. This possible explanation is corroborated by the
results of the additional analysis of our study, which
showed that the influence of authoritarianism on toxic
behavior was fully mediated by anger and aggression,
whereby both constructs semantically showed much
greater proximity to the MOBA context of our study
(e.g., "I become irritable if I am disadvantaged during a
match"). Based on this, we argue that the influence of
authoritarianism was overshadowed by the influences
of anger and aggression in a regression analysis we
simultaneously tested the influences of all three
predictor variables. As a potential workaround, we
recommend future research to consider more holistic
measurements of authoritarianism comprising
multiple dimensions to test more granular influences
of authoritarianism. This could be achieved by making
use of the authoritarianism scale and the dimensions
authoritarian submission, authoritarian aggression,
and conventionalism [
          <xref ref-type="bibr" rid="ref24 ref47">16, 39</xref>
          ].
        </p>
        <p>
          Second, both anger and aggression were relevant
direct predictors of the commission of toxic behaviors.
At the theoretical level, we interpret the positive
influence of anger based on the assumptions of
cognitive appraisal theory and frustration-aggression
theory [
          <xref ref-type="bibr" rid="ref18 ref27">10, 19</xref>
          ]. Thus, anger is often triggered by the
perception of an unfair or frustrating situation when
individuals see their goals threatened. This empirical
pattern also fits the context of toxic behavior in
MOBAs, as toxicity is often triggered by the perceived
"guilt" of other teammates (the external attribution
theme), leading to anger as a player's emotional
response. In the case of the positive influence of
aggression, we rely on the General Aggression Model
[
          <xref ref-type="bibr" rid="ref34">6, 26</xref>
          ] as an additional theoretical explanation. The
General Aggression Model assumes that aggression is
triggered by a combination of cognitive and emotional
processes, physiological arousal, and individual
characteristics. The emergence of toxic behavior is also
associated with physiological arousal, which causes an
overload of available resources and situational stress
in a player. As a consequence, we understand this
finding as a confirmation of previous research related
to toxicity understanding toxic behavior as a form of
coping within a specific situation [
          <xref ref-type="bibr" rid="ref37">29</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>5.3. Implications for practice</title>
        <p>We also derived important implications from our
findings that relate to untapped opportunities for
reducing toxic behavior through game design.</p>
        <p>First, our results showed that authoritarianism
exerted a fully mediated effect on toxic behavior via
anger and aggression. This finding can be used to
target players who have a higher dispositional
expression of authoritarianism and are more likely to
engage in toxic behavior. To this end, for example,
educational programs could be developed as part of a
game's communication strategy to promote awareness
of a more inclusive and diverse gaming community. To
disseminate such programs, game developers could
use a variety of tools, such as a) partnering with
organizations working to address toxicity to share
resources, b) community events and tournaments to
encourage participation of players from diverse
backgrounds and promote teamwork, respect, and fair
play, and to open their doors to player-driven
initiatives that embrace the promotion of a positive
gaming culture.</p>
        <p>Second, both anger and aggression were highly
relevant direct predictors of toxic behavior. Given the
significant influences of our study, we suggest that
strategies to reduce toxicity should also take these
findings into account. For example, game developers
could use market segmentation and user-centered
technology design techniques to target specific groups
of players with homogeneous personality traits that
are more or less likely to play a role in the development
of toxicity. Specifically, this could involve the use of a)
stress management or b) cognitive restructuring
techniques from the field of sports psychology.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.4. Limitations and outlook</title>
        <p>
          As is the case with all empirical research, our work
is not without limitations. First, our research was
conducted in the context of MOBAs (i.e., League of
Legends and Dota 2). This fact may have introduced
some context-specific elements into our work, and we
suggest that our findings not to be generalized for all
game environments without future research. Second,
we collected data from Amazon MTurk, which is a
popular means by which researchers can obtain
samples quickly [
          <xref ref-type="bibr" rid="ref31">23</xref>
          ]. MTurk has received criticism
related to participants who have claimed false
eligibility and provided low-quality responses. In our
research, we addressed these limitations to the best of
our ability by introducing several attention-check
questions and removing both outlier and inconclusive
responses from the data. Nevertheless, we encourage
future research to repeat the study that we have
conducted with samples sourced from other locations
to test reliability. Third, as opposed to previous work
related to toxicity [
          <xref ref-type="bibr" rid="ref42">34</xref>
          ], we did not find any influences
of demographic variables in relation to toxic behavior.
We explain this inconsistency with the differences
between the samples of the two studies, whereby
participants of our study were a little older, and the
gender distribution was more equal. Nonetheless, we
recommend exploring influences of demographic
variables within the context of MOBAs in greater detail
in the future. Additionally, we would also like to
mention the social desirability bias, which describes a
type of response bias in which respondents tend to
answer questions in such a way that they are rated
positively by others. This can pose a challenge in the
context of self-reported toxicity and complicate the
interpretation of the data. In addition to pointing to
future research that could specifically address this
aspect, we refer in this context to a study that
triangulated self-reported and behavioral toxicity and
was able to show that both variables correlate highly
positively with each other [
          <xref ref-type="bibr" rid="ref37">29</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>Within our study, we examined the innovative
phenomenon toxic behavior in the context of MOBA
video games investigating the role of individual
orientations (i.e., authoritarianism) and dispositions
(i.e., anger and aggression) in predicting such
behaviors. The findings of the study revealed that both
anger and aggression significantly predicted toxic
behavior among MOBA players, which can be
understood as a confirmation of the assumptions of the
frustration-aggression theory. Moreover, additional
analysis showed that the influence of the individual
orientation authoritarianism was a relevant
antecedent of anger and aggression. These results
contribute to a better understanding of the
complexities surrounding toxic behavior and highlight
the importance of considering individual orientations
and dispositions in addressing this ongoing challenge
in the digital transformation era.</p>
    </sec>
    <sec id="sec-7">
      <title>Appendix</title>
      <sec id="sec-7-1">
        <title>Anger Aggression</title>
      </sec>
    </sec>
  </body>
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