Tang Wai Yen, Fox Jesse
The Ohio State University, Columbus, Ohio.
Aggress Behav. 2016 Nov;42(6):513-521. doi: 10.1002/ab.21646. Epub 2016 Feb 16.
Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc.
在线视频游戏为来自世界各地的玩家提供了共同游戏和社交互动的机会,这种互动通常是匿名的。正如去个性化效应的社会认同模型所预测的那样,不良行为在在线游戏环境中并不罕见,网络骚扰已成为游戏社区中一个普遍存在的问题。在本研究中,我们试图确定哪些人格特质和与游戏相关的变量能够预测电子游戏中两种类型的网络攻击行为:一般骚扰(例如,基于技能的嘲讽、侮辱他人的智力)和性骚扰(例如,性别歧视言论、强奸威胁)。玩在线视频游戏的男性(N = 425)参与了一项匿名在线调查。社会支配取向和敌意性性别歧视预测了在线游戏中性骚扰和一般骚扰的较高水平。游戏投入程度和每周游戏时长是一般骚扰的额外预测因素。我们讨论了在线社交攻击和在线性骚扰对在线游戏的影响。我们还将我们的研究结果应用于更广泛地理解计算机介导的交流环境中的网络骚扰、网络攻击、网络欺凌及其他形式的在线敌意行为。《攻击行为》42:513 - 521,2016年。© 2016威利期刊公司