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Experience and toxicity in video games
[Expérience Et Toxicité Dans Le Jeu Vidéo]

Author

Listed:
  • Adam Attouk
  • Renaud Garcia-Bardidia

    (NIMEC - Normandie Innovation Marché Entreprise Consommation - UNICAEN - Université de Caen Normandie - NU - Normandie Université - ULH - Université Le Havre Normandie - NU - Normandie Université - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université - IRIHS - Institut de Recherche Interdisciplinaire Homme et Société - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université)

Abstract

This article aims to gain a better understanding of toxic behaviour occurring in video games, to seize its impact on player experience during the game. Based on interviews and in-game observations, on League of Legends, we can construct an enriched taxonomy of toxic behaviours. Players are ambivalent towards said behaviours. As such, toxicity can undermine but also augment the gaming experience of players in the game.

Suggested Citation

  • Adam Attouk & Renaud Garcia-Bardidia, 2021. "Experience and toxicity in video games [Expérience Et Toxicité Dans Le Jeu Vidéo]," Post-Print hal-04357750, HAL.
  • Handle: RePEc:hal:journl:hal-04357750
    DOI: 10.36863/mds.a.16187
    Note: View the original document on HAL open archive server: https://hal.science/hal-04357750
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    References listed on IDEAS

    as
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    3. Holbrook, Morris B & Hirschman, Elizabeth C, 1982. "The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 9(2), pages 132-140, September.
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