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Bastian Kordyaka
University of Siegen
Kohlbettstraße 15
D-57072 Siegen
bastian.kordyaka@uni-siegen.de
Abstract
Negative behavior through computer-mediated-communication has become a major
concern for players and developers of video games. Within the particularly successful
game genre Multiplayer Online Battle Arena (MOBA), toxic behavior (TB) is a
remarkably salient phenomenon that is gaining attention. TB is a behavior that
generates anger and frustration, and contributes to an increasingly bad mood amongst
players. The gaming industry has already tried to address TB with mixed results.
However, looking at the status quo of research, a missing theoretical explanation of TB
can be detected. With this study, I try to close this gap by approaching a theory for TB.
Therefore, I plan to utilize a multilevel analysis using the levels of single MOBAs and
aggregate the findings to the level of a game genre. Furthermore, I use the social
cognitive theory, the theory of planned behavior, and the online disinhibition effect to
propose an integrated theory of TB.
Introduction
Through the more widespread interplay between human behavior and information systems within the last
decades, the contemporary prevalence of computer mediated communication (CMC) has increased
substantially. This infusion of technology into our daily lives has changed the way people interact with
each other significantly. However, its societal implications in a digitalized world are twofold. Besides
many positive consequences (e.g., location independent communication, friendships, trade), this fast
developing evolution has also revealed a “dark side” and undesirable consequences (e.g., cyberbullying,
technostress, aggression), leading to different challenges (Majchrzak et al. 2012; Tarafdar et al. 2013)
which have not been adequately solved yet.
One particularly apparent phenomenon related to the dark side of CMC, that is the most commonly
reported online, is the deviant act of cyberbullying (CB). Typically, CB occurs in the contexts of schools
(Hinduja and Patchin 2014), social media (Lowry et al. 2016, 2017), and online gaming (Kwak et al. 2015)
and can be understood as an aggressive, intentional act or behavior that is displayed by a group or an
individual, using electronic forms of communication repeatedly and over a period of time, and that is
directed towards a victim (Moreno 2014). Information Systems (IS) and Human-Computer-Interaction
(HCI) research have already addressed CB either by improving technological systems in order to detect,
prevent, or counter-act negative behavior (Lowry et al. 2017) or by identifying independent and
dependent variables related to CB (Udris 2014).
Within the context of online gaming, toxic behavior (TB), which is enabled through real-time interaction
(mostly text based) between players during games, is one unique manifestation of CB. Compared to CB,
TB takes place over a much shorter period of time and can be understood as a mental state of anger and
frustration which harms communication and contributes to an increasingly bad mood during a game
(Neto et al. 2017). The detrimental effects of TB are remarkably salient in the currently most successful
game genre of multiplayer online battle arena (MOBA) games (Kollar 2016). According to estimates, the
still growing MOBA market accounted for 25 Billion $ in 2017, which illustrates its economic significance
(Juniper Research 2018). Within the MOBA genre, TB is a result of the unique game genre elements of
high competitiveness, the lack of immediate repercussions, and the personal sense of anonymity. Since TB
is a major driver for players’ frustration, which leads to different negative effects (e.g., stress, well-being),
game companies (e.g., Riot Games, Blizzard, Epic) have already tried to address this issue by teaming up
to fight TB and by adopting a Fair Play Alliance to better understand underlying issues causing negative
behavior (“Fair Play Alliance” 2018). One major motive behind establishing the alliance might be the fact
that gaming companies want to avoid the churn of players which could potentially lead to a loss of money.
Looking at contemporary research, a theoretical blind spot could be the missing theoretical explanation of
TB. Against this background, I plan on using three different theoretical approaches (Social Cognitive
Theory, Theory of Planned Behavior, Online Disinhibition Effect) to build a model explaining TB. In order
to use the three theories in a unique fashion, I will proceed in two steps. First, I attempt to deductively
transfer findings from the neighboring context of CB to the realms of TB in MOBAs and therefore test the
three theories in this new context for the first time. Second, this study aims to produce new results in an
additional step. Therefore, I plan to inductively use significant explanations from the prior step, compare
them, and merge them to form a unique theory proposal for TB in MOBAs to shed new light on these
theories, the way they interact with each other, and the phenomenon of interest. Providing a theoretical
explanation for TB promises several important contributions. First, it allows researchers to better
understand one contemporary form of negative behavior enabled by CMC. Second, it provides the gaming
industry with the opportunity to handle negative player behavior on a deeper level. To ensure the external
validity of my findings, I intend to examine the three most successful MOBA games at the moment
(League of Legends, Heroes of the Storm, Defense of the Ancients II). Additionally, I want to make use of
a multi-level analysis using the levels of independent MOBAs and aggregate the findings on a higher level
of a whole game genre. Therefore, this short paper is guided by the following research question:
RQ: What variables explain toxic behavior in the MOBA game genre?
To answer this research question, this paper is organized as follows. First, I introduce the related work
and illustrate the underlying theoretical assumptions. Then, I specify the aims, present the proposed
methodology and provide an outlook suggesting promising avenues for future research.
Related Work
The game genre MOBA
Multiplayer Online Battle Arena (MOBA) games are a relatively new genre of video games, which is
influenced by different longer existing game genres (e.g., first-person shooter, role-playing, real-time
strategy games). In MOBAs, every player typically controls a single champion in one of two teams each
consisting of five players, who compete against each other. MOBAs feature different game modes with
different goals such as trying to destroy the other team's base buildings (Nexus) and/or killing the
opposing team. In the most popular game mode, players receive or lose points depending on winning or
losing a game, which decides on their level within the overall game. This game genre does not feature
elements such as constructing buildings or units. Instead, players experience a continuous increase in
resources provided by rewards for killing computer controlled minions and monsters or opponents from
the other team, for example. Additionally, players receive experience points when they level up during a
game. With the aid of resources and experience points, champions can be improved and become stronger
and more resistant in every game.
Compared to other video games, MOBAs possess different unique characteristics that make them a story
of economic success so far. First, MOBAs follow a free-to-play business model in which players are
granted free access to a fully functional game. As a result, MOBAs have the potential to reach a wide
variety of gamers. This is one reason why this game genre has been hugely successful in terms of the
number of players within the last decade. League of Legends for example (the market leader in the MOBA
genre) is reasonably one of the most popular video games in the world at the moment (“Most Popular
Core PC Games | Global” 2018). Second, in a contemporary world, MOBAs can be considered a global
form of education, entertainment, and sport (Yee 2016). This development is accompanied and
strengthened by a strong presence on digital platforms and in streaming media communities (Wingfield
2014). Therefore, watching MOBAs can be considered a salient leisure activity and a part of the self-
identity of younger people.
Academic research has already explored the specifics of MOBAs regarding the player experience.
Compared to other genres, MOBAs are highly frustrating and challenging and cultivate less autonomy
(Johnson et al. 2015). Research has already found out that the gameplay in MOBAs is highly dynamic and
complex and that players experience high levels of excitement and competition while playing compared to
other games (Yee 2016). Searching for potential reasons for the increase in negative situations in MOBAs,
one significant reason might be the practical impossibility of completing the game (Yee 2016). If I
consider MOBAs to be a type of eSports, every MOBA player has the chance to climb up the ranks to
become a professional player at some point, as is the case in other types of sports. This, however, is an
objective the vast majority of players never even come close to achieving. Thus, MOBA players are highly
exposed to conflictual situations in almost every game. That being said, success in combat by
collaborating with other players often is the key to victory. Therefore, players have to be familiar with
their chosen champions and additionally know how a specific combination of champions works in every
game (Kim et al. 2016). Additionally, research has identified different effects related to the gameplay of
MOBAs. Specifically, they have the potential to influence a player’s mood, well-being, and emotions in
both positive and negative ways (Thelwell et al. 2007).
messages, annoying pings). Shores et al. (2014) designed a toxicity index based on a Chinese sample. They
concluded that toxic players often scare away new players and that more experienced players are more
resilient to TB. Neto et al. (2017) investigated communication patterns of players during a game and
provided empirical evidence that they are directly linked to performance and the level of TB. However, a
theoretical model explaining TB has yet to be developed.
Construct Definition Place Intent Duration Source
A behavior harassing, offending, socially Einarsen
Bullying Offline Yes Repeatedly
excluding or negatively affecting someone. 2003
An aggressive behavior that is carried out
Smith et
CB by a group or an individual, using Online Yes Repeatedly
al. 2008
electronic forms of contact.
A behavior generating anger and
frustration in players, harming Neto et al.
TB Online Yes/No Temporary
communication, and contributing to 2017
spreading a bad mood.
Table 1. Classification of bullying, cyberbullying, and toxic behavior.
display the behavior of interest. The third antecedent is the perceived behavioral control, which can be
defined as the perceived difficulty of performing the behavior of interest.
Previous research has already explored different effects of TPB predictors in order to explain CB. First,
antecedent research illustrated that individuals who perceive aggression to be more appropriate are more
involved in CB as perpetrators (Heirman and Walrave 2012). Additionally, Vandebosch et al. (2012)
established that cyberbullies perceive their actions as funny as opposed to victims of cyberbullying, who
perceive them as hurtful. Second, the subjective norm is oftentimes ignored by researchers in most
studies exploring CB. However, some studies showed that the intention to CB is significantly related to
normative beliefs held by other peers that approve CB (Heirman and Walrave 2012). Third, looking at the
predictor of perceived behavioral control, anonymity appeared to have an effect on the intention to CB
(Kowalski et al. 2014).
I assume that the TPB is a valuable approach to explain TB based on three observations. First, it seems
apparent that a player’s attitude (towards TB) can affect the likelihood of TB. Second, social factors (e.g.,
influence of others) might the extent to which TB is perceived as normal and acceptable. Third, perceived
control regarding the execution of TB might influence its occurrence.
Methodological Approach
Research Design
To answer the research question, I plan on using a cross-sectional approach to develop a theory for TB.
Therefore, I will use an online survey to collect self-reported data and covariance based statistics to
calculate the quantitative results. Additionally, I will make use of observational coding to measure actual
TB. Since I want to capture the intention to TB as well as the subsequent TB behavior, I plan on collecting
the data of every participant at two separate occasions with a time interval of six weeks in between.
Participants
In order to ensure conclusive results, I will survey players of the three MOBAs LoL, HotS, and DotA 2.
Therefore, in order to acquire a significant amount of respondents, I will use different channels
(community boards, social media, gatekeepers) to disseminate the link to my study.
Data Analysis
To propose an integrated theory of TB, I aim to make use of different statistical tools. First, I will use
regressions to protect the data from unwanted effects of demographic variables and covariates. Second, I
plan on applying co-variance based path modeling to compare three theoretical approaches (SCT, TPB,
ODE) explaining TB. Third, I intend to carry out a multilevel analysis to compare findings from the lower
level of single MOBAs to the higher level of the game genre MOBA. Fourth, I will code saved videos of
games to measure actual TB displayed by players.
Therefore, I will proceed in three steps: First, I will compare the three proposed theoretical approaches
(SCT, TPB, ODE) on a level of single games (LoL, HotS, and DotA 2) and test the mediating effect of ODE
variables. Second, I plan to compare the findings of the prior step on a higher level of game genre using
multilevel analysis. Third, based on the findings of the two previous steps, I want to build a theory
explaining TB in MOBAs. Therefore, I will identify significant variables and inductively build a theory.
Measurements
To measure the constructs of interest, I plan to make use of two different methods. First, I will utilize
empirically validated scales adjusted to the context of TB. The majority of scales will use a seven-point
Likert scale (1 = “strongly disagree”, 7 = “strongly agree”) evaluating self-reports of players. Second, I plan
to code observations of TB by using recorded videos of players in order to measure actual TB.
Dependent Variable
To increase the validity of the study regarding the dependent variable TB, I plan to measure different
sources of data including self-reports (survey data) and other-reports (behavioral observation data) of TB.
This approach is based on two observations. First, TB is a relatively new and unexplored construct.
Second, self-reported negative behaviors such as TB and indicated biases are restricted in their validity.
Therefore, I want to measure actual TB of players by evaluating and coding replays of games. This
approach promises the chance of capturing different parts of TB and can further strengthen the validity of
measured TB by triangulating the results from the different sources of data.
Name Behavior type Method Content Source
Survey Statements/items Garthus-Niegel et al. 2016
Self-reports Past punishments
TB Survey Game specific list
due to TB
Other-reports Observation Behavioural coding Game specific codes
Intention to TB Self-reports Survey Statements/items Ajzen 1991
Outlook
The short paper at hand proposes a first approach to capture TB in MOBAs. Therefore, different theories
(SCT, TPB, ODE) will be used, compared, and merged to propose a theory for TB in MOBAs. Future
studies can build on the findings of the paper at hand, integrate them within their own frameworks, and
confirm empirical evidence for certain relationships by using different methods (e.g., laboratory and field
experiments). I expect the quantitative study to deliver insights contributing to both theory (providing a
theory for TB) and practice (the opportunity to better handle TB).
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