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.
| Original language | English |
|---|---|
| Pages (from-to) | 147-173 |
| Number of pages | 27 |
| Journal | Eludamos |
| Volume | 14 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - 14 Dec 2023 |
| Publication type | A1 Journal article-refereed |
Funding
The study was funded by the City of Helsinki Youth Services project Non-toxic –non-discriminatory gaming cultureand the Academy of Finland project Center of Excellence in Game Culture Studies(CoE-GameCult, grants 353265 and 353267).
Keywords
- Video gaming
- toxic behaviour
- affect
- affordance
- young people
Publication forum classification
- Publication forum level 1
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