AGGRESSION IN DIGITAL INTERACTIONS: THE EFFECT OF TOXICITY IN ONLINE GAMING COMMUNICATION

This study analyzes the computer mediated text communication of non-professional video game players. The purpose of this study is to identify the impact of player communication toxicity on team performance. The dataset comprises 42,720 matches played between November 5 and November 18,2015, including game statistics and chat messages. We use a BERT-model to classify toxicity of messages. Then regression analysis was used to estimate the impact of toxic behavior on winning probability and game satisfaction. The results indicate that the highest winning probability of a team corresponds to a low number of toxic messages in team communication, low average toxicity of communication, but high variation in toxicity levels. Furthermore, low levels of toxicity in communication can enhance overall game satisfaction. Keywords: toxic behavior, team performance, logistic regression, Dota 2, esport.

Publication Details

Journal
Journal of Content Community and Communication
Published
2025-12-24
DOI
https://doi.org/10.31620/jccc.12.25/01
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00

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article

AGGRESSION IN DIGITAL INTERACTIONS: THE EFFECT OF TOXICITY IN ONLINE GAMING COMMUNICATION

Journal of Content Community and Communication
Digital Games and Media
article

AGGRESSION IN DIGITAL INTERACTIONS: THE EFFECT OF TOXICITY IN ONLINE GAMING COMMUNICATION

article en

Abstract

This study analyzes the computer mediated text communication of non-professional video game players. The purpose of this study is to identify the impact of player communication toxicity on team performance. The dataset comprises 42,720 matches played between November 5 and November 18,2015, including game statistics and chat messages. We use a BERT-model to classify toxicity of messages. Then regression analysis was used to estimate the impact of toxic behavior on winning probability and game satisfaction. The results indicate that the highest winning probability of a team corresponds to a low number of toxic messages in team communication, low average toxicity of communication, but high variation in toxicity levels. Furthermore, low levels of toxicity in communication can enhance overall game satisfaction. Keywords: toxic behavior, team performance, logistic regression, Dota 2, esport.

Journal of Content Community and CommunicationVol. 23
National Research University Higher School of Economics
Openalex Percentile: Top 22%
Digital Games and Media
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