An Exploratory Study of Trolling in Online Video Gaming

Author(s):  
Scott Thacker ◽  
Mark D. Griffiths

Despite the increased incidence of trolling within online gaming environments, very little psychological research has been conducted beyond the fact that it exists. The main aims of the study were to examine the: (i) frequency of trolling, (ii) type and reasons for trolling, and (iii) the effects trolling may have on self-esteem. Using an online survey, a self-selected sample of 125 gamers participated in the study. Results showed that trolls tended to play longer gaming sessions. Frequent trolls were significantly younger and male. Types of trolling included griefing, sexism/racism, and faking/intentional fallacy. Reasons for trolling included amusement, boredom, and revenge. Witnessing trolling was positively associated with self-esteem, whereas experiencing trolling was negatively associated. Experience of trolling was positively correlated with frequency of trolling. Although the study used a self-selecting sample, the results appear to provide a tentative benchmark into video game trolling and its potential effects on self-esteem.

Author(s):  
Robert Andrew Dunn ◽  
Rosanna Guadagno

The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the video game (online vs. offline vs. no information control) on avatar selection. The qualities of the avatar compared were based on eight objective differences between avatars and individuals: attractiveness, skin tone, height, girth chest size, waist size, hip size, and height. As predicted, those with online gaming experience selected avatars that were taller, thinner, and more attractive relative to their real selves than did participants with no prior online game experience. Non-white participants selected avatars with lighter skin-tones, whereas white participants selected avatars with darker skin-tones. Surprisingly, male participants selected shorter avatars than female counterparts did.


Author(s):  
Abhishek U. Bicholkar ◽  
Amit Dias ◽  
Von Mascarenhas

Background: Online video games are one of the most popular recreational activities irrespective of age, gender and culture. Gaming disorder has been recently included in the 11th Revision of the international classification of diseases (ICD-11). Thus online video game addiction among people is a serious mental health issue and unfortunately, research on this addiction is still in its infancy. Thus the present study examines the prevalence of problematic online gaming among undergraduate medical students and its association with demographic variables, and health-related measures like well-being, self-esteem and depressive mood.Methods: The present cross-sectional study was conducted among the undergraduate students of Goa medical college using online survey method. Problematic online gaming was assessed using the problematic online gaming questionnaire short form (POGQ-SF). Additionally, well-being was assessed using the satisfaction with life scale (SWLS), self-esteem was assessed using Rosenberg’s self- esteem scale (RSES) and depressive mood was assessed using the patient health questionnaire (PHQ-9).Results: According to POGQ-SF, 8% of the study participants showed problematic online gaming. It was significantly associated with sex of the study participants, frequency of online gaming, duration of internet use per day and duration of a gaming session.Conclusions: Playing online games is a widespread activity among undergraduate medical students and a substantial proportion of these students exhibit addictive behaviours with regards to online gaming. Further research in terms of longitudinal studies involving larger samples of general population is needed to throw light on causal relationship between problematic online gaming and related factors.


2020 ◽  
Vol 22 (2) ◽  
Author(s):  
Marta Eunice Calderón ◽  
Gabriela Marín ◽  
Gustavo López

The career evolution of computing professionals has been studied very little, especially in Latin America. In a previous study (LAWWCC 2016) we reported results of an exploratory study that aimed to characterize the professional development model of people that studied Computer Sciences in Costa Rica.  It reflects the roles and the industrial sectors with which they began their professional career and in which they report are currently working.  No important gender differences were depicted in it amongst men and women, since they report similar choices regarding their professional evolution. As a result, some valid concerns were raised regarding the question: do these results represent the female (and male) behavior in all professional career stages?  In this study, results, obtained from an online survey responded by 611 professionals in Computer Sciences, are now shown by generations. Professionals are grouped in four generational categories: Baby Boomers, Generation X, Young and Mature Millennials. The main finding is that the professional evolution, with respect to the role and sector in which they perform, revels different behaviors for professionals of different generations.  It also reflects that male career evolution shows more role and industry changes than that of female professionals.


2020 ◽  
Author(s):  
Leon Y. Xiao

The Supreme People’s Court (SPC) of the People’s Republic of China (PRC) promulgated its Guiding Opinion on Several Issues Concerning the Lawful and Proper Handling of Civil Cases Involving the Novel Coronavirus Pneumonia (COVID-19) Epidemic No. 2 (hereinafter, the ‘Guiding Opinion’) on 15 May 2020. Paragraph 9 of the Guiding Opinion declares that: ‘If a person with “limited capacity for civil conduct,” without the consent of their guardian, engages with paid online video games [e.g., purchases a video game software or makes in-game purchases through microtransactions], or “donates” to content creators or makes other similar payments on livestreaming platforms, to such a sum which is “incompatible with their age and intellectual abilities,” the courts shall support claims from their guardians demanding refund from the internet service providers [e.g., the game company or the livestreaming platform] for such payments.’


First Monday ◽  
2022 ◽  
Author(s):  
Carlos A. Scolari ◽  
Fernanda Pires ◽  
Maria-Jose Masanet

Online gaming involves a complex and multidimensional set of practices. This article proposes understanding online video gaming based on an interface-centred approach that goes beyond the classic study of the “graphic user interface”. In this theoretical and analytical framework, the interface is considered the place where human, institutional and technological actors relate to each other and different processes are carried out. The article draws the data from empirical research with teens carried out in eight countries. It analyses the teenagers’ online playing experience as an interface, understood as a ‘network of actors’ that goes beyond the single video gaming device (console, PC, etc.). This work also presents a map of actors, relationships and processes of the online video gaming interface, paying particular attention to the tensions and critical issues that arise, from a perspective that, in further studies, could be expanded to other practices.


2020 ◽  
pp. 155541201989752 ◽  
Author(s):  
Jeff Biegun ◽  
Jason D. Edgerton ◽  
Lance W. Roberts

Recently, the issue of problem online video game playing and its potential connection with problem gambling has drawn increased attention. Although conceptually similar to many behavioral addictions, there is still no clear consensus on how to best measure and assess problem video game playing. This study validates one proposed measure of problem video gaming—the Problem Video Game Playing Test (PVGT)—in a Canadian undergraduate university student sample. Multivariate results indicate that problem video gaming is positively associated with the average length of time spent gaming, social alienation, and online gaming motives such as competition, escape, coping, recreation, and socializing; but, contrary to the gateway hypothesis, problem gambling and several of its mental health correlates—depression, anxiety, and stress—are not associated with problem video gaming as measured by the PVGT. Limitations and implications of this analysis are discussed.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


Author(s):  
Nathan Walter ◽  
Yariv Tsfati

Abstract. This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.


2016 ◽  
Vol 3 (2) ◽  
Author(s):  
Ritu ◽  
Madhu Anand

Parental Modernity is an important aspect for the psycho-social development of the child. The present study aims to study the effect of parental modernity on rejection sensitivity and self-esteem of adolescents and the relationship between rejection sensitivity and self-esteem. The research is carried out on a sample of 240 parents (including 120 fathers and 120 mothers) and their 120 children. For observing the impact of modernity of parents on their children, Individual Modernity Scale was used and administered on father and mother. Rejection Sensitivity Questionnaire and Self-Esteem Inventory were used to measure the rejection sensitivity and self-esteem of children (age ranges from 14 to 19 years). The results suggest that parental modernity has an effect on the rejection sensitivity and personally perceived self of the self – esteem of adolescents. Furthermore, the rejection sensitivity has been found negatively associated with self-esteem.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


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