Feeling Good and In Control: In-game Tools to Support Targets of Toxicity

Publication date

2022-10-25

Authors

Reid, Elizabeth
Mandryk, Regan L.
Beres, Nicole A.
Klarkowski, Madison
Frommel, JulianORCID 0000-0001-8783-7783ISNI 000000051252719X

Editors

Advisors

Supervisors

Document Type

Article
Open Access logo

License

taverne

Abstract

Game developers, researchers, and players recognize the harm of toxic behaviour in online games-yet toxicity persists. Players' coping strategies are limited to tools that focus on punishing toxic players (e.g., muting, blocking, reporting), which are inadequate and often misused. To address the needs of players experiencing toxicity, we took inspiration from research in other online spaces that provide support tools for targets of harassment. We iteratively designed and evaluated in-game tools to support targets of toxicity. While we found that most players prefer tools that explicitly address toxicity and increase feelings of control, we also found that tools that solely provide social or emotional support also decrease stress, increase feelings of control, and increase positive affect. Our findings suggest that players may benefit from variety in toxicity support tools that both explicitly address toxicity in the moment and help players cope after it has occurred.

Keywords

games, support, toxicity, toxic, control, harassment, griefing, report, mood, Taverne

Citation

Reid, E, Mandryk, R L, Beres, N A, Klarkowski, M & Frommel, J 2022, 'Feeling Good and In Control: In-game Tools to Support Targets of Toxicity', Proceedings of the ACM on Human-Computer Interaction, vol. 6, 235, pp. 1-27. https://doi.org/10.1145/3549498