The Toxic Rift
Adam Attouk (),
Renaud Garcia-Bardidia () and
Sondes Zouaghi ()
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Adam Attouk: UNIROUEN - Université de Rouen Normandie - NU - Normandie Université, NIMEC - Normandie Innovation Marché Entreprise Consommation - UNICAEN - Université de Caen Normandie - NU - Normandie Université - ULH - Université Le Havre Normandie - NU - Normandie Université - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université - IRIHS - Institut de Recherche Interdisciplinaire Homme et Société - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université
Renaud Garcia-Bardidia: LIS - Littératures, Imaginaire, Sociétés - UL - Université de Lorraine
Sondes Zouaghi: NIMEC - Normandie Innovation Marché Entreprise Consommation - UNICAEN - Université de Caen Normandie - NU - Normandie Université - ULH - Université Le Havre Normandie - NU - Normandie Université - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université - IRIHS - Institut de Recherche Interdisciplinaire Homme et Société - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université
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Abstract:
Player interaction is an essential component of videogames, as it enriches the gaming experience (Frostling-Henningson, 2009; Egenfeldt-Nielsen et al, 2016). These interactions are generally cordial (collaboration/competition) (Frostling-Henningson, 2009) but become more opaque in competitive gaming. They can begin to manifest as hostile behaviour known as griefing (Mulligan et Patrovski, 2003) or, as referred to by players, as toxicity in the game. The concept of toxicity is widely considered as something undesirable, carrying negative connotations (Fahlström et Matson, 2014; de Boise, 2019; Too et Harvey, 2012). However, video game players seem ambivalent when it comes to toxic behaviour (Attouk et Garcia-Bardidia, 2021), seeing as the rules are contingent upon the game and the ethos constantly being negotiated within player communities: cheating, for example, doesn't always mean the same thing, among all players, and the act's severity is relative. Through an empirical study of League of Legends (8 player interviews and 5 game observations), our aim is to explore how the meaning of toxicity is negotiated within the communities, among players, and how this same toxicity offers positive skill-learning opportunities, therein contributing to an authentic and desirable gaming experience (Egenfeldt-Nielsen et al, 2016).
Keywords: Esport; Video games; League of Legends; Ambivalence; Toxicity (search for similar items in EconPapers)
Date: 2023-06-05
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Published in International Symposium Esport & Gaming, Université de Rouen, Jun 2023, Rouen, France
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-05599180
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