Lord of the Flies and the toxic communities of video games, a disturbing parallel

William Golding's dystopian novel, Lord of the Flies, published in 1954, tells the rapid descent into barbarism of a group of British students shipwrecked on a desert island. Traditionally interpreted as a grim allegory of human nature and the fragile veil of civilization, the work reveals, on contemporary analysis, a surprising foresight. This article argues that Golding Island is not just a parable about the human condition, but an exceptionally accurate allegorical model for analyzing the emergence of toxic social dynamics in unregulated digital spaces, particularly in online video game communities. The island, an isolated microcosm devoid of external authority, functions as a structural analogue of a video game server: a space in which social norms are renegotiated from scratch and, all too often, degrade into tribalism, dehumanization, and violence.

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Publication Details

Journal
IRIS Research product catalog (Sapienza University of Rome)
Published
2025-10-28
DOI
https://doi.org/10.5281/zenodo.17467175
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Lord of the Flies and the toxic communities of video games, a disturbing parallel

IRIS Research product catalog (Sapienza University of Rome)
Digital Games and Media
article

Lord of the Flies and the toxic communities of video games, a disturbing parallel

article en

Abstract

William Golding's dystopian novel, Lord of the Flies, published in 1954, tells the rapid descent into barbarism of a group of British students shipwrecked on a desert island. Traditionally interpreted as a grim allegory of human nature and the fragile veil of civilization, the work reveals, on contemporary analysis, a surprising foresight. This article argues that Golding Island is not just a parable about the human condition, but an exceptionally accurate allegorical model for analyzing the emergence of toxic social dynamics in unregulated digital spaces, particularly in online video game communities. The island, an isolated microcosm devoid of external authority, functions as a structural analogue of a video game server: a space in which social norms are renegotiated from scratch and, all too often, degrade into tribalism, dehumanization, and violence.

IRIS Research product catalog (Sapienza University of Rome)
Sapienza University of Rome (IT)
Openalex Percentile: Top 35%
Digital Games and Media
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