2024
Meriläinen, Mikko; Ruotsalainen, Maria
Online Disinhibition, Normative Hostility, and Banal Toxicity: Young People’s Negative Online Gaming Conduct Journal Article
In: Social Media + Society, vol. 10, iss. 3, 2024, ISSN: 2056-3051.
Abstract | Links | Tags: Game culture, Online disinhibition, Online gaming, Toxicity, Young people
@article{Meriläinen2024c,
title = {Online Disinhibition, Normative Hostility, and Banal Toxicity: Young People’s Negative Online Gaming Conduct},
author = {Mikko Meriläinen and Maria Ruotsalainen},
url = {https://doi.org/10.1177/20563051241274669
https://journals.sagepub.com/doi/10.1177/20563051241274669},
doi = {10.1177/20563051241274669},
issn = {2056-3051},
year = {2024},
date = {2024-09-11},
urldate = {2024-09-11},
journal = {Social Media + Society},
volume = {10},
issue = {3},
abstract = {In this study, we examine young people’s self-reported negative (“toxic”) online gaming conduct via a qualitative survey (N = 95) of active game players aged 15–25 in Finland. Drawing from young people’s lived experiences, we present negative gaming conduct as a complex whole, stemming from a combination of online disinhibition, affective intensity, game cultural conduct norms, and individual preferences. We explore online gaming environments as spaces with different technological and communicative affordances. In this study, we demonstrate how not all negative gaming conduct is equal in intent or outcome and introduce the concept of banal toxicity: outwardly hostile but routine conduct that lacks emotional intensity and serves little strategic purpose yet is conducive to an overall social landscape of negativity.},
keywords = {Game culture, Online disinhibition, Online gaming, Toxicity, Young people},
pubstate = {published},
tppubtype = {article}
}
In this study, we examine young people’s self-reported negative (“toxic”) online gaming conduct via a qualitative survey (N = 95) of active game players aged 15–25 in Finland. Drawing from young people’s lived experiences, we present negative gaming conduct as a complex whole, stemming from a combination of online disinhibition, affective intensity, game cultural conduct norms, and individual preferences. We explore online gaming environments as spaces with different technological and communicative affordances. In this study, we demonstrate how not all negative gaming conduct is equal in intent or outcome and introduce the concept of banal toxicity: outwardly hostile but routine conduct that lacks emotional intensity and serves little strategic purpose yet is conducive to an overall social landscape of negativity.
2020
Karhulahti, Veli-Matti
Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development Book
Bloomsbury Publishing, 2020, ISBN: 9781501359330.
Abstract | Tags: Addiction, Electronic sports, League of Legends, Player-play relationships, Psycholudic development, Toxicity
@book{Karhulahti2020b,
title = {Esport Play: Anticipation, Attachment, and Addiction in Psycholudic Development},
author = {Veli-Matti Karhulahti},
isbn = {9781501359330},
year = {2020},
date = {2020-06-11},
publisher = {Bloomsbury Publishing},
abstract = {Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.},
keywords = {Addiction, Electronic sports, League of Legends, Player-play relationships, Psycholudic development, Toxicity},
pubstate = {published},
tppubtype = {book}
}
Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.
