Second, previous experimental studies have tended to use a measure of aggression that may also measure competitiveness, leading to questions about whether violent video games are related to aggression or competitiveness. Thus, although the common finding is that violent video games produce higher levels of aggression than non-violent video games, other unmatched factors beyond the actual violent content may be responsible for the elevated levels of aggression. First, the majority of experimental studies that have compared the effects of violent versus non-violent video games on aggression have failed to equate these games in terms of competitiveness, difficulty, and pace of action. However, there are two major limitations with these investigations. The findings are explained in the context of an onlinesense of unidentifiability, which apparently requires a more refined view of the components that create a personal sense of anonymity.Įxperimental research has shown that playing violent video games produces higher levels of aggressive cognition, aggressive affect, physiological arousal, and aggressive behavior (in the short-term) than non-violent video games. Consequently, it appears that previous studies might have defined the concept of anonymity too broadly by not addressing other online communication factors, especially lack of eye-contact, that impact disinhibition. The results suggested that of the three independent variables, lack of eye-contact was the chief contributor to the negative effects of online disinhibition. A 2×2×2 (anonymity/non-anonymity×visibility/invisibility×eye-contact/lack of eye-contact) MANOVA was employed to analyze the findings. The effects were measured using participants’ self-reports, expert judges’ ratings of chat transcripts, and textual analyses of participants’ conversations. Random pairs of participants were presented with a dilemma for discussion and a common solution through online chat. Using an experimental design with 142 participants, we examined the extent to which these factors lead to flaming behaviors, the typical products of online disinhibition. The present research studied the impact of three typical online communication factors on inducing the toxic online disinhibition effect: anonymity, invisibility, and lack of eye-contact. Future studies, especially ones focusing on the correlations of competition, computer-mediated settings and aggression could perhaps yield very interesting results. Even though this study does discuss some of the causes for toxic behavior, more research is needed to more accurately answer what causes toxic behavior in games and what could be done to prevent it. A clear majority of the players seem to think that all three toxic behavior acts reportable in the game are serious issues that ruin enjoyment of games, negatively affect ability to play the game, and with the exception of Communication Abuse, are largely unignorable. The results here also suggest an order of seriousness to these acts, with Communication Abuse being the least detrimental out of the three, Intentional Ability Abuse in the middle, and Intentional Feeding the most heinous. Reported partaking in toxic behavior is in much lower levels all throughout, compared to the seen frequencies. Results of this study suggest that seeing flaming (Communication Abuse) in Dota 2 is quite common, while the griefing aspects (Intentional Ability Abuse & Intentional Feeding) are seen in much lower frequencies. This thesis uses that data to answer four research questions regarding the frequencies of toxic behavior, both experienced and done the seriousness of different toxic behavior acts and how toxic behavior, in general, affects the gameplay experience of Dota 2. From a total of 373 responses, 362 were used for this study. To accomplish this, a questionnaire was created and shared on multiple social media platforms and chat rooms. The aim of this study is to gain insight from the player's themselves on different aspects of toxic behavior in Dota 2. Cursing, shouting, threats and slander are just some of the types of flaming players have come to expect from Dota 2 sessions. Dota 2 is usually seen as a game that has a lot of problems with player interactions. This thesis is a survey study of Dota 2 players and the toxic behavior that happens within that game. Keywords: online games, toxic behavior, computer-mediated communication, competitiveness, toxic disinhibition, statistical analysis, survey study
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