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Toxic Behaviors in Esports Games
12 references·4 citing·51 second hop
Toxic Behaviors in Esports Games (2018)Toxic Behaviors in Esports GamesManaging Disruptive Behavior through Non-Hierarchical Governance (2017)Managing Disruptive Behavior …Men's harassment behavior in online video games: Personality traits and game factors (2016)Men's harassment behavior in …“It was only harmless banter!” The development and preliminary validation of the moral disengagement in sexual harassment scale (2015)“It was only harmless banter!…“I Can Defend Myself” (2015)“I Can Defend Myself”Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior (2012)Effect of Playing Violent Vid…Confronting toxic gamer culture: A challenge for feminist game studies scholars (2012)Confronting toxic gamer cultu…Griefing in virtual worlds: causes, casualties and coping strategies (2009)Griefing in virtual worlds: c…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Explaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of p…Social Cognitive Theory: An Agentic Perspective (2001)Social Cognitive Theory: An A…A RAPE IN CYBERSPACE; OR, HOW AN EVIL CLOWN, A HAITIAN TRICKSTER SPIRIT, TWO WIZARDS, AND A CAST OF DOZENS TURNED A DATABASE INTO A SOCIETY (1994)A RAPE IN CYBERSPACE; OR, HOW…A cognitive (attribution)-emotion-action model of motivated behavior: An analysis of judgments of help-giving. (1980)A cognitive (attribution)-emo…Towards Ethical AI Moderation in Multiplayer Games (2024)Towards Ethical AI Moderation…Brands in eSports – generational cohorts, value congruence and media engagement as antecedents of brand sustainability (2023)Brands in eSports – generatio…Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends (2020)Toxic Behaviors in Team-Based…See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity (2020)See No Evil, Hear No Evil, Sp…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Self-Evaluation Maintenance Model of Social Behavior (1988)Self-Efficacy: The Exercise of Control (1999)Effectance and Control as Determinants of Video Game Enjoyment (2007)Avatar Creation and Video Game Enjoyment (2010)The Psychology of Esports: A Systematic Literature Review (2018)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Organizational Information Requirements, Media Richness and Structural Design (1986)A Set of Principles for Conducting and Evaluating Interpretive Field Studies in Information Systems1 (1999)Qualitative Psychology: A Practical Guide to Research Methods (2008)Team Collaboration in Virtual Worlds: Editorial to the Special Issue (2012)The Evolution of Cooperation (1981)The Aggression Questionnaire. 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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2001Social Cognitive Theory: An Agentic Perspective15,469 cited
  • 1980A cognitive (attribution)-emotion-action model of motivated behavior: An analysis of judgments of help-giving.1,073 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
  • 1994A RAPE IN CYBERSPACE; OR, HOW AN EVIL CLOWN, A HAITIAN TRICKSTER SPIRIT, TWO WIZARDS, AND A CAST OF DOZENS TURNED A DATABASE INTO A SOCIETY294 cited
  • 2012Confronting toxic gamer culture: A challenge for feminist game studies scholars247 cited
  • 2015“I Can Defend Myself”239 cited
  • 2012Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior232 cited
  • 2016Men's harassment behavior in online video games: Personality traits and game factors157 cited
  • 2009Griefing in virtual worlds: causes, casualties and coping strategies156 cited
  • 2015“It was only harmless banter!” The development and preliminary validation of the moral disengagement in sexual harassment scale65 cited
  • 2017Managing Disruptive Behavior through Non-Hierarchical Governance34 cited

Cited by

  • 2020Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends146 cited
  • 2020See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity

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125 cited
  • 2024Towards Ethical AI Moderation in Multiplayer Games17 cited
  • 2023Brands in eSports – generational cohorts, value congruence and media engagement as antecedents of brand sustainability12 cited