When the game turns toxic: Exploring gendered effects on well-being and self-esteem

Toxic behavior remains a significant problem in online games, but there is scarce knowledge about the psychological effects of being subjected to such behavior, especially across genders. The present study addresses this gap by examining how toxic behavior affects players’ well-being and self-esteem. The present study combined elements of an an Intensive Longitudinal Study (ILS) and an Ecological Momentary Assessment (EMA) with daily assessments of 88 gamers over a 15-day period, investigating self-esteem, well-being and verbal toxic behavior experience. Data were analysed using a logistic random effects model. Women received significantly more derogatory comments related to gender, sexuality, religion, or ethnicity, and sexual comments/sounds directed at them compared to men. Women also experienced a significantly stronger effect of toxic behavior on their well-being and self-esteem relative to men. The present study demonstrates that experiencing toxicity can indeed have significant effects on those who are targeted, especially women. Results should be considered by the gaming industry and gaming community, respectively, to create and maintain safe and welcoming gaming environments. • Examined the psychological effects of toxic behavior in online games across genders. • Combined Intensive Longitudinal Study (ILS) and Ecological Momentary Assessment (EMA). • Daily assessments of 88 gamers over a 15-day period. • Women received significantly more derogatory and sexual comments compared to men. • Toxic behavior had a stronger negative impact on women's well-being and self-esteem.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2025-12-20
DOI
https://doi.org/10.1016/j.chbr.2025.100914
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

When the game turns toxic: Exploring gendered effects on well-being and self-esteem

Daria J. Kuss, Beate Wold Hygen, Stian Lydersen, Christian Wendelborg et al.
Computers in Human Behavior Reports
Digital Games and Media
article

When the game turns toxic: Exploring gendered effects on well-being and self-esteem

Daria J. Kuss, Beate Wold Hygen, Stian Lydersen, Christian Wendelborg, Tobias Scholz
article en

Abstract

Toxic behavior remains a significant problem in online games, but there is scarce knowledge about the psychological effects of being subjected to such behavior, especially across genders. The present study addresses this gap by examining how toxic behavior affects players’ well-being and self-esteem. The present study combined elements of an an Intensive Longitudinal Study (ILS) and an Ecological Momentary Assessment (EMA) with daily assessments of 88 gamers over a 15-day period, investigating self-esteem, well-being and verbal toxic behavior experience. Data were analysed using a logistic random effects model. Women received significantly more derogatory comments related to gender, sexuality, religion, or ethnicity, and sexual comments/sounds directed at them compared to men. Women also experienced a significantly stronger effect of toxic behavior on their well-being and self-esteem relative to men. The present study demonstrates that experiencing toxicity can indeed have significant effects on those who are targeted, especially women. Results should be considered by the gaming industry and gaming community, respectively, to create and maintain safe and welcoming gaming environments. • Examined the psychological effects of toxic behavior in online games across genders. • Combined Intensive Longitudinal Study (ILS) and Ecological Momentary Assessment (EMA). • Daily assessments of 88 gamers over a 15-day period. • Women received significantly more derogatory and sexual comments compared to men. • Toxic behavior had a stronger negative impact on women's well-being and self-esteem.

Computers in Human Behavior ReportsVol. 21
University of Agder (NO), Norwegian University of Science and Technology (NO), Center for Child and Adolescent Mental Health, Eastern and Southern Norway (NO), NTNU Samfunnsforskning (NO), Nottingham Trent University (GB)
Openalex Percentile: Top 49%
Digital Games and Media
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