W1 Toxicity in-game community.

3 min readOct 26, 2020

Since I have been researching about the violent behaviour from playing the violent video game is very interesting. There are an advantage and disadvantage that have effects on the player. General normative beliefs about aggression from the game can predict physical, verbal, and indirect aggression to young people. But many experts do not guarantee about the effect on violent behaviour.

I found the fascinating point of communication in the game online. The game design, there are two mainly real-time communication and interaction with other players which are talking by using a microphone device and typing texts within the chatroom or chat room. Players in cooperative game have the tools to ensure that the members of a team coordinate their efforts to achieve victory. This tool is useful and painful which is advantage and disadvantage on many players while playing games. Those same tools can be used to attack and berate, and generally make the gaming experience poorer.

There are many toxic players in every game who have the freedom to say what you want without any real-life repercussions. This problem has deteriorated the game community. Also, it is the same issue on social media. Because on the online, users are anonymity which can create fake details about yourself and generally, become anonymous. This lack of a real identity creates an ‘online disinhibition effect ‘where someone acts in a completely different way than they would in real-life (Suler, 2004.).

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In the game, it is very competitive for the player to archive the goal to get a higher rank. It is sympathetic to new players and that they use random matching to play with other players. It is very challenging if the player is performing poorly. In this scenario, some of the players understand their teammate’s skill play, but also there are kind of players that revile and blame others by using an abusive message(trash talk). Most of the verbal aggression is about race religion ability gender and etc. Even, experienced players encountered the above events. Finally, normative beliefs about aggression can significantly predict the support and reinforcement of bystanders in offline bullying and cyberbullying (Machackova and Pfetsch, 2016).

There are two types of players who can calm down against their anger and players who have to take more aggression against other players who beat them. The player is not needed to pent-up their emotions with the toxic players. This related to the catharsis theory. Research finds that when people are allowed to express their pent-up anger in a controlled environment, our blood pressure decreases and we feel calmer (Geen & Quanty, 1977; Verona & Sullivan, 2008; Hokanson & Edelman, 1966). It is better for us to safely express our frustrations and emotions rather than bottling them up.

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