What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games

Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g....

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Main Author: Romo Flores, Azul
Format: Others
Language:English
Published: Södertörns högskola, Medie- och kommunikationsvetenskap 2020
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41218
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spelling ndltd-UPSALLA1-oai-DiVA.org-sh-412182020-06-25T03:30:34ZWhat makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer GamesengRomo Flores, AzulSödertörns högskola, Medie- och kommunikationsvetenskap2020gaming capitalBourdieuculture capitalcompetitive multiplayer gameseSportscompetitiontrash talkingonline harassmentaggressive online behaviortoxic behaviorMedia and CommunicationsMedie- och kommunikationsvetenskapOver the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (players) and the field (competitive gaming) and the relevance of gaming capital. This study is based on a digital ethnographic approach to gain a comprehensive understanding of the gaming environment, and reports on semi-structured online interviews with 14 participants aged between 17-40, to gain insight on players’ perception and responses towards toxic behaviors in competitive games. This study proposes a spectrum of toxic behaviors in competitive multiplayer games, in which actions may be distinguished based on the form of expression (eg. verbal, physical or in-game). Primary findings suggest there may be a causal relationship between a player’s knowledge ofa game and their conveyance of toxicity, regardless of age and gender. The degree of toxicity may vary depending on the player, and is more frequently performed by men. Lastly, toxic behaviors should not be examined in isolation from contextual factors such as game mechanics or social interactions, but need to be further explored as a medium-specific phenomenon. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41218application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic gaming capital
Bourdieu
culture capital
competitive multiplayer games
eSports
competition
trash talking
online harassment
aggressive online behavior
toxic behavior
Media and Communications
Medie- och kommunikationsvetenskap
spellingShingle gaming capital
Bourdieu
culture capital
competitive multiplayer games
eSports
competition
trash talking
online harassment
aggressive online behavior
toxic behavior
Media and Communications
Medie- och kommunikationsvetenskap
Romo Flores, Azul
What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
description Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (players) and the field (competitive gaming) and the relevance of gaming capital. This study is based on a digital ethnographic approach to gain a comprehensive understanding of the gaming environment, and reports on semi-structured online interviews with 14 participants aged between 17-40, to gain insight on players’ perception and responses towards toxic behaviors in competitive games. This study proposes a spectrum of toxic behaviors in competitive multiplayer games, in which actions may be distinguished based on the form of expression (eg. verbal, physical or in-game). Primary findings suggest there may be a causal relationship between a player’s knowledge ofa game and their conveyance of toxicity, regardless of age and gender. The degree of toxicity may vary depending on the player, and is more frequently performed by men. Lastly, toxic behaviors should not be examined in isolation from contextual factors such as game mechanics or social interactions, but need to be further explored as a medium-specific phenomenon.
author Romo Flores, Azul
author_facet Romo Flores, Azul
author_sort Romo Flores, Azul
title What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
title_short What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
title_full What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
title_fullStr What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
title_full_unstemmed What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
title_sort what makes a good loser? : an ethnographic study of toxic behaviors in competitive multiplayer games
publisher Södertörns högskola, Medie- och kommunikationsvetenskap
publishDate 2020
url http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41218
work_keys_str_mv AT romofloresazul whatmakesagoodloseranethnographicstudyoftoxicbehaviorsincompetitivemultiplayergames
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