Abstract
The aim of this work is to explore the forms of toxic behaviour that players encounter in competitive multiplayer real-time strategy (RTS) games. To this end, we carried out ethnographic observations and player interviews within the popular RTS game StarCraft II, and approached the data inductively, leading us to discover ten categories of toxic behaviour. While the harmfulness of toxic actions can be obtained as a product of severity and frequency, players' assessment of the severity of toxic behaviors was contextualized by, (1) directly observed; (2) background; and (3) extraneous factors. Following our empirical findings, we derive a conceptual model for differentiating toxicity from mildly annoying and more severe behaviors. The discovered view of toxicity challenges the prevailing paradigm of treating players' toxic behavior as a monolithic construct with a linear intensity spectrum. Instead, we advocate for a more granular approach, encouraging an understanding of the underlying dynamics behind negative online behaviors.
| Original language | English |
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| Title of host publication | Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems |
| Publisher | ACM |
| Pages | 1-18 |
| ISBN (Electronic) | 9798400703300 |
| DOIs | |
| Publication status | Published - 11 May 2024 |
| Externally published | Yes |
| MoE publication type | A4 Article in a conference publication |
| Event | CHI Conference on Human Factors in Computing Systems - Honolulu HI, United States Duration: 11 May 2024 → 16 May 2024 |
Publication series
| Name | Conference on Human Factors in Computing Systems - Proceedings |
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Conference
| Conference | CHI Conference on Human Factors in Computing Systems |
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| Country/Territory | United States |
| City | Honolulu HI |
| Period | 11/05/24 → 16/05/24 |
Funding
This article was supported by the Academy of Finland Flagship Pro-gramme under Grant No. 337653 (Forest-Human-Machine Interplay (UNITE)).