Towards a unified theory of toxic behavior in video games

2020 ◽  
Vol 30 (4) ◽  
pp. 1081-1102
Author(s):  
Bastian Kordyaka ◽  
Katharina Jahn ◽  
Bjoern Niehaves

PurposeToxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhibition effect) to explain toxic behavior and propose a unified theory of toxic behavior.Design/methodology/approachIn total, 320 respondents participated in a questionnaire study. This study analyzes the data with covariance-based statistics (i.e. regression analysis and structural equation modelling), and the approach is twofold. First, the hypotheses of three theories are disjunctively tested. Second, a unified theory of toxic behavior is proposed.FindingsThe results of this study indicate that online disinhibition best explains toxic behavior, whereby toxic behavior victimization, attitude, and behavioral control also play an important role.Research limitations/implicationsThe findings of this study offer an opportunity to better understand a contemporary and especially meaningful form of negative behavior online.Practical implicationsTo maintain revenue and popularity, the computer game industry can use the findings of this study to prevent and better address toxic behavior and its negative consequences.Originality/valueToxic behavior among video game players is a relatively new and unexplored phenomenon; therefore, this study makes a valuable contribution to the research field by testing the explanatory power of three theoretical approaches and proposing a unified theory of toxic behavior.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Bastian Kordyaka ◽  
Björn Kruse

Purpose The purpose of this paper is to investigate toxic behaviour (TB) that significantly harms individuals’ gameplay experience in multiplayer online video games. Multiplayer online video games allow to simultaneously interact with others in real time. They can be considered as digital communities unifying a group of players within a video game. TB is characterized by spreading a bad mood (e.g. upsetting and insulting) leading to unsatisfying outcomes in team-based multiplayer environments. Design/methodology/approach Using mixed methods, the authors show that handling TB should be addressed more firmly on a level of game design. First, the authors test the explanatory power of the online disinhibition effect (ODE) and its antecedents on TB using a quantitative survey (N = 320) and structural equation modelling. Specifically, the authors show that dissociative anonymity, asynchronicity, solipsistic introjection, dissociative imagination and minimization of authority have a mediated effect through toxic disinhibition as predictors of TB. Second, the authors conduct a focus group workshop (N = 10) with experts from diverse disciplines to derive design principles on a level of game design. Findings The results indicate that transparency and imminent feedback are still underutilized elements in game design that can significantly buffer several forms of TB. By developing a heuristic prototype and exemplary design principles in subsequent categories, the authors address all relevant in-game scenarios. With this study, the authors provide researchers and practitioners helpful insights on how to increase the well-being and safety of gaming communities. Originality/value ODE already showed its explanatory potential in the neighbouring context of cyberbullying. Embedded in theories of negative behaviour on the internet, the authors propose a holistic and theory-driven approach to handle TB on a level of game design. The authors’ insights allow for a better understanding of an innovative entity of the dark side of technology diffusion and adverse side effects linked to it.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mariam Nasser Al-Nuaimi ◽  
Abdelmajid Bouazza ◽  
Maher M. Abu-Hilal

Purpose This paper examines associations among the socio-psychological determinants of information and communication technologies (ICT)-assisted deviance-related practices within a group of Omani undergraduates. Moreover, this study aims to evaluate the explanatory burdens of such socio-psychological factors on actual behaviour. Design/methodology/approach The study implements a predictive research design applied to a cross-sectional sample. At the outset, a theoretical model was built based on the theory of planned behaviour (TPB). Thereafter, structural equation modelling was implemented to test the TPB model on the response data collected from a cluster sample of undergraduates from six universities in the Sultanate of Oman. Findings The results of the path diagram overwhelmingly support the TPB hypotheses. Specifically, intention is the most influential and immediate predictor of behaviour, while at the same time partially, though markedly, mediating the influence of cognition on behaviour. Practical implications This study has implications for the design of inclusive measures of the intrinsic dimensions of ethical self-efficacy as designated by the social cognitive theory of moral thought and conduct, which include moral judgment, self-monitoring of conduct and affective reactions to conduct. As the study reveals the importance of the explanatory power of cognition to explain variance in intention and behaviour, it has implications on the development of ICT-ethics-education. Originality/value This study fills a gap in the empirical literature on how intention mediates the relationship between ICT-ethics-connected cognition and behaviour. Moreover, the study addresses the direct relationship between cognition and behaviour – a relationship that is considered equivocal in both theories of planned behaviour and reasoned action.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


2017 ◽  
Vol 117 (10) ◽  
pp. 2210-2226 ◽  
Author(s):  
Sonia San-Martín ◽  
Nadia Jimenez

Purpose Consumers can face a situation of information asymmetry in electronic shopping (ES). The purpose of this paper to examine the relationships between: relational variables such as satisfaction, trust and perceived opportunism; and website cues (cognitive signals such as security and personalization, and experiential signals, such as design and entertainment). Design/methodology/approach The paper opted for the structural equation methodology to analyze data collected from 447 Spanish e-shoppers. Findings Results show different factors that relate to satisfaction, trust and perceived opportunism in ES. Satisfactory experience with ES and entertainment emerge as the most relevant factors to achieve trust and prevent perceived opportunism in e-commerce. Originality/value The five contributions of this study are: the introduction of variables from several theoretical approaches to the study of an agency problem in e-commerce; the study of different ways to gain buyer trust and reduce perceived opportunism in an electronic shopper-vendor relationship; the application of signaling theory as part of the process of helping the principal (e-shopper) to solve their shopping problem in a context of information asymmetry; the analysis of the impact of external cues from e-vendor/site, which allows for a comparison between internal experiences and external quality signals; and the study of entertainment as an important hedonic variable in order to have satisfied and confident e-shoppers.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Márcia Maria Garçon ◽  
Vânia Maria Jorge Nassif ◽  
Tiago Jessé Souza de Lima

Purpose The purpose of this paper is to develop and test a model that aims to explain individual entrepreneurial orientation (IEO) focused on the context of social entrepreneurship (SE) (Social-IEO) by considering the personal values and attitude toward social change through direct and indirect effects. To achieve this purpose, the authors created and validated a scale to measure Social-IEO. Design/methodology/approach The paper uses scale construction techniques (DeVellis, 2016) and survey method for data collection. As such, this study was conducted by considering a sample of 198 social entrepreneurs. Multivariate data analysis and structural equation modeling are used to validate the theoretical model. Findings The Social-IEO scale was validated and shows to adequately encompass and measure the construct. The proposed model has predictive relevance and explains 45% of Social-IEO. Findings suggest that self-transcendence value has no direct effect on Social-IEO. Additionally, conservation and self-promotion values do not have a negative correlation with Social-IEO. Finally, attitude of social change has a strong explanatory power to Social-IEO. The findings offer important theoretical and practical implications for the field of entrepreneurship education and entrepreneurial behavior. Originality/value The definition of a specific concept of IEO applied to the context of SE contributes to the correct understanding of its dimensions, measurement and management. This eliminates a gap in studies and contributes to expand and strengthen research. It also provides an original empirical approach, as the method used to measure IEO in a reflective way is unusual in previous studies.


Author(s):  
Umesh Bamel ◽  
Pawan Budhwar ◽  
Peter Stokes ◽  
Happy Paul

Purpose While a range of studies have been undertaken on role efficacy (RE) and managerial effectiveness (ME), understanding of the link between RE and ME in the extant literature remains underdeveloped and, in particular, there is a need to develop appreciation of the phenomenon in varying (national and cultural) contexts. The purpose of this paper is to advance the understanding of ME by considering the relationship between RE and ME in the Indian context. In tandem with this focus, the study considers the parallel underlying dynamic and influence of social cognitive frameworks and adaptive self-regulation mechanisms. Design/methodology/approach The study employs a quantitative methodology and follows a correlational design. A survey questionnaire was employed sequentially (the independent variable was measured at time 1 and the dependent variable was measure at time 2) in order to collect data from 294 Indian managers. Structural equation modeling was used to ascertain the validity of measures and multiple hierarchical regression analysis was conducted to test the study hypotheses. Findings The results of the study identify that RE dimensions, i.e. role making, role centering and role linkage were significantly and positively related to ME and these findings are particularly important in relation to the transforming cultures of Indian work and organizational environments. These findings advance the understanding of social cognitive theory and adaptive self-regulation processes in relation to RE and ME. Practical implications The empirical results of this study suggest that RE-related components may be used as means to boost employee effectiveness. Originality/value The study identifies a significant role for RE in relation to beneficial outcomes for ME. These findings contribute to the field of social cognitive mechanisms by establishing positive relationships in domain link efficacy, i.e. RE and ME.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hongmei Zhang ◽  
Shanshan Liu ◽  
Billy Bai

Purpose The primary purpose of this study is to investigate the image transfer and its effects on exhibitors’ behavioral intention. Specifically, the study attempted to examine the effect of mega business event image on destination and country image from exhibitors’ perspective and the effect of mega business event image on exhibitors’ behavioral intention toward the event. Design/methodology/approach The data for this study were collected through an on-site survey. Based on a sample of 393 respondents, structural equation modeling was used to test the proposed hypotheses. Findings The results showed that business event image has a stronger effect on country image than on destination image; event image has a significant effect on exhibitor’s behavioral intention toward the event directly and indirectly through the mediating role of country image; and country image has a significant influence on destination image. Practical implications The event organizer should improve the exhibitor’s perceptions of the event experience from providing a clear and attractive theme for the target audiences; exhibiting the products with the most cutting-edge technologies and offering various opportunities for forums and promotions; and planning and organizing the event in every detail carefully including the facilities, layout of booths, ambience and other related services. Originality/value The study expands the event type to business events, explores the image transfer process between event, destination and country and examines the effects of such image transfer on the exhibitors’ behavioral intention. The results confirm the explanatory power of image transfer theory. Attribution theory and halo effect are viewed as the mechanisms of image transfer.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
R. Prince ◽  
M.K. Rao

PurposeThe purpose of this study is to explore how and when an employee's belief in their voice self-efficacy leads to promotive and prohibitive voice behavior. By banking on social cognitive theory, this study examines perceived influence at work as a mediator and managerial openness as a moderator in the link between voice self-efficacy and the two forms of voice.Design/methodology/approachThis study's data come from 285 Indian information technology (IT) employees by adopting a cross-sectional survey design. The effect of moderator and mediator is examined by employing structural equation modeling in AMOS 22.FindingsThe results reveal that perceived influence at work partially mediates the positive link between voice self-efficacy and the two forms of voice behaviors. The test of moderation also exposes that prohibitive voice is more contingent on managerial openness as compared to promotive voice.Originality/valueThis is one of the initial studies to explore perceived influence at work as a mediator in the association between voice self-efficacy and employee voice behavior. The treatment of voice as a bidimensional construct in this study discloses the difference between the two forms, contributing to the voice literature and inviting further research.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Xiaofei Li ◽  
Baolong Ma ◽  
Hongrui Chu

PurposeThe value of online reviews has been well documented by academics and practitioners. However, to maximise the benefits of consumer reviews, online sellers must avoid the negative consequences associated with customer feedback, such as reputation loss, or product returns after purchase. In developing a better understanding of the relationships between online reviews and their potential for negative impacts, this research aims to explore product returns. Through a quantitative model, this research demonstrates why online reviews can result in product return behaviours.Design/methodology/approachThe hypotheses were tested via two studies. In Study 1, the authors examine the direct effects of review valence and review volume on product returns by analysing secondary data on 4,995 stores on China's Taobao.com. Study 2 further extends and validates the findings of Study 1 with a survey sample of 795 participants across several online shopping platforms. This analysis examines the mechanics and conditions that influence the relationships between online reviews and product returns through partial least squares-structural equation modelling (PLS-SEM).FindingsThe results show that both review valence (i.e. average star ratings) and the number of reviews can increase the probability of product returns due to the high expectations that result from positive online reviews. Further, the effect of review valence on product returns is stronger for first-time purchasers at a store. In terms of mitigation, the analysis shows that bilateral communications between sellers and buyers can temper the unrealistic expectations set by positive reviews, leading to fewer product returns.Originality/valueThis research adds to the literature on online reviews by exploring the negative consequences of online reviews and the role they play in online purchasing decisions. The findings also provide direct evidence as to why online reviews can result in more product returns, adding clarity to extant research which contains conflicting conclusions as to how online reviews affect product return behaviours.


2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


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