Toxic behaviours of Latin American LoL videogamers
LoL videogamers sometimes manifest in-game behaviors that deviate from social norms and the rules of the game. However, there are few studies based on psychological science that study these behaviors. The aim of this research was to analyze toxic behaviors, specifically consisting of aggressive comm...
- Autores:
-
Blandón, John Alexander
Puerta-Cortés, Diana Ximena
- Tipo de recurso:
- Article of investigation
- Fecha de publicación:
- 2023
- Institución:
- Universidad de Ibagué
- Repositorio:
- Repositorio Universidad de Ibagué
- Idioma:
- spa
- OAI Identifier:
- oai:repositorio.unibague.edu.co:20.500.12313/5804
- Acceso en línea:
- https://hdl.handle.net/20.500.12313/5804
https://revistaaloma.blanquerna.edu/index.php/aloma/article/view/665
- Palabra clave:
- videojugadores de LoL - Comportamientos tóxicos
videojugadores de LoL Latinoamericanos - Comportamientos tóxicos
Aggressive communication
Internet gaming disorder
League of Legends
Toxic behaviors
- Rights
- openAccess
- License
- http://purl.org/coar/access_right/c_abf2
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Toxic behaviours of Latin American LoL videogamers |
| dc.title.translated.none.fl_str_mv |
Comportamientos tóxicos en videojugadores de LoL latinoamericanos |
| title |
Toxic behaviours of Latin American LoL videogamers |
| spellingShingle |
Toxic behaviours of Latin American LoL videogamers videojugadores de LoL - Comportamientos tóxicos videojugadores de LoL Latinoamericanos - Comportamientos tóxicos Aggressive communication Internet gaming disorder League of Legends Toxic behaviors |
| title_short |
Toxic behaviours of Latin American LoL videogamers |
| title_full |
Toxic behaviours of Latin American LoL videogamers |
| title_fullStr |
Toxic behaviours of Latin American LoL videogamers |
| title_full_unstemmed |
Toxic behaviours of Latin American LoL videogamers |
| title_sort |
Toxic behaviours of Latin American LoL videogamers |
| dc.creator.fl_str_mv |
Blandón, John Alexander Puerta-Cortés, Diana Ximena |
| dc.contributor.author.none.fl_str_mv |
Blandón, John Alexander Puerta-Cortés, Diana Ximena |
| dc.subject.armarc.none.fl_str_mv |
videojugadores de LoL - Comportamientos tóxicos videojugadores de LoL Latinoamericanos - Comportamientos tóxicos |
| topic |
videojugadores de LoL - Comportamientos tóxicos videojugadores de LoL Latinoamericanos - Comportamientos tóxicos Aggressive communication Internet gaming disorder League of Legends Toxic behaviors |
| dc.subject.proposal.eng.fl_str_mv |
Aggressive communication Internet gaming disorder League of Legends Toxic behaviors |
| description |
LoL videogamers sometimes manifest in-game behaviors that deviate from social norms and the rules of the game. However, there are few studies based on psychological science that study these behaviors. The aim of this research was to analyze toxic behaviors, specifically consisting of aggressive communication, in LoL video gamers according to their profile and country of origin, as well as to predict the likelihood of being a victim or perpetrator of toxic behavior. The sample consisted of 4776 participants from Chile, Colombia, Costa Rica and Peru. They were administered the socio-demographic and toxicity questionnaire and the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). The results indicate that the majority of LoL gamers are male. However, Chile has the highest percentage of female players. They prefer ranked mode, gold league and role supp. 93.2% of the sample perceives the LoL community as toxic, and insults are the most prevalent form of toxic behavior. Those who experience toxic behaviors most often while playing are women with high IGD scores, while the perpetrators tend to be men aged 18 to 19, gold league, mid role and with high IGD scores. It is hoped that the results will contribute to the understanding of the phenomenon in order to improve well-being in the gaming experience. |
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2023 |
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2023 |
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2025-10-17T23:14:01Z |
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2025-10-17T23:14:01Z |
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Blandón, J y Puerta-Cortés, D. (2023). Toxic behaviours of Latin American LoL videogamers. Aloma, 41(2), 27-35. DOI: 10.51698/aloma.2023.41.2.27-35 |
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10.51698/aloma.2023.41.2.27-35 |
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23399694 |
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11383194 |
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https://hdl.handle.net/20.500.12313/5804 |
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https://revistaaloma.blanquerna.edu/index.php/aloma/article/view/665 |
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Blandón, J y Puerta-Cortés, D. (2023). Toxic behaviours of Latin American LoL videogamers. Aloma, 41(2), 27-35. DOI: 10.51698/aloma.2023.41.2.27-35 10.51698/aloma.2023.41.2.27-35 23399694 11383194 |
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https://hdl.handle.net/20.500.12313/5804 https://revistaaloma.blanquerna.edu/index.php/aloma/article/view/665 |
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American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed). https://doi.org/10.1176/appi.books.9780890425596 Balogh, A. & Veszelszki, G. (2020). Politeness and Insult in Computer Games – From a Pragmatic Point of View. Acta Universitatis Sapientiae, Communicatio, 7(1), 68-91. https://doi.org/10.2478/auscom-2020-0006 Belous, D. (2021). Most popular categories on Twitch in 2021. Stream Charts. https://streamscharts.com/news/twitch-categories-2021 Beranuy, M., Machimbarrena, J. M., Vega-Osés, M. A., Carbonell, X., Griffiths, M. D., Pontes, H. M. & González-Cabrera, J. (2020). Spanish Validation of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF): Prevalence and Relationship with Online Gambling and Quality of Life. International Journal of Environmental Research and Public Health, 17(5), 1562. https://doi.org/10.3390/ijerph17051562 Borisov, A. (2022, 13 mayo). TOP 10 Esports Tournaments in 2021. Esports Charts. https://escharts.com/news/most-watched-tournaments-2021 Breuer, J., Vogelgesang, J., Quandt, T. & Festl, R. (2015). Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture, 4(4), 305–328. https://doi.org/10.1037/ppm0000035 Burgess, J. & Jones, C. (2021). The Female Video Game Player-character Persona and Emotional Attachment. Persona Studies, 6(2), 7–21. https://doi.org/10.21153/psj2020vol6no2art963 Coanda, I. & Aupers, S. (2020). Post-human encounters: Humanizing the technological Other in videogames. New Media & Society, 23(5), 1236–1256. https://doi.org/10.1177/1461444820912388 Consalvo, M. (2012). Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars. A Journal of Gender, New Media, and Technology, 1. https://scholarsbank.uoregon.edu/xmlui/handle/1794/26289 De Mesquita Neto, J. A. & Becker, K. (2018). Relating conversational topics and toxic behavior effects in a MOBA game. Entertainment Computing, 26, 10–29. https://doi.org/10.1016/j.entcom.2017.12.004 Donaldson, S. (2017). I Predict a Riot: Making and Breaking Rules and Norms in League of Legends. Digital Games Research Association, 14(1). http://www.digra.org/digital-library/publications/i-predict-a-riot-making-and-breaking-rules-and-norms-in-league-of-legends/ Emmerich, K., Krekhov, A. & Krüger, J. (2020). «Pls Uninstall». Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3383668.3419896 Erb, V., Lee, S. & Doh, Y. Y. (2021). Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.709926 Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E. & DeCoster, J. (2012). Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior. Cyberpsychology, Behavior, and Social Networking, 15(5), 277–280. https://doi.org/10.1089/cyber.2011.0308 Fox, J. & Tang, W. Y. (2017). Sexism in Video Games and the Gaming Community. New Perspectives on the Social Aspects of Digital Gaming (pp. 115–135) Routledge. http://dx.doi.org/10.4324/9781315629308-8 Fuster, H., Carbonell, X., Chamarro, A. & Oberst, U. (2013). Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games. The Spanish journal of psychology, 16(43). https://doi.org/10.1017/sjp.2013.54 Grandprey-Shores, K., He, Y., Swanenburg, K. L., Kraut, R. & Riedl, J. (2014). The identification of deviance and its impact on retention in a multiplayer game. Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing. https://doi.org/10.1145/2531602.2531724 Gray, K. L., Buyukozturk, B. & Hill, Z. G. (2017). Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3), e12458. https://doi.org/10.1111/soc4.12458 Gray, P. B., Vuong, J., Zava, D. T. & McHale, T. S. (2018). Testing men’s hormone responses to playing League of Legends: No changes in testosterone, cortisol, DHEA or androstenedione but decreases in aldosterone. Computers in Human Behavior, 83, 230–234. https://doi.org/10.1016/j.chb.2018.02.004 Griffiths, M. D. (2010). The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence. International Journal of Mental Health and Addiction, 8(1), 119–125. https://doi.org/10.1007/s11469-009-9229-x Halbhuber, D. (2022). To Lag or Not to Lag: Understanding and Compensating Latency in Video Games. Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3505270.3558364 Jucker, A. H. & Taavitsainen, I. (2000). Diachronic speech act analysis: Insults from flyting to flaming. Journal of Historical Pragmatics, 1(1), 67–95. https://doi.org/10.1075/jhp.1.1.07juc Kasumovic, M. M. & Kuznekoff, J. H. (2015). Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour. PLOS ONE, 10(7), e0131613. https://doi.org/10.1371/journal.pone.0131613 Kim, N., Sung, J. Y., Park, J. Y., Kong, I. D., Hughes, T. L. & Kim, D.-K. (2019). Association between internet gaming addiction and leukocyte telomere length in Korean male adolescents. Social Science & Medicine, 222, 84–90. https://doi.org/10.1016/j.socscimed.2018.12.026 Kou, Y. (2020). Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3410404.3414243 Kwak, H. & Blackburn, J. (2015). Linguistic Analysis of Toxic Behavior in an Online Video Game. Lecture Notes in Computer Science, 209–217. https://doi.org/10.1007/978-3-319-15168-7_26 Lee, S. Y., Lee, H. K. & Choo, H. (2017). Typology of Internet gaming disorder and its clinical implications. Psychiatry and Clinical Neurosciences, 71(7), 479–491. https://doi.org/10.1111/pcn.12457 Lemercier-Dugarin, M., Romo, L., Tijus, C. & Zerhouni, O. (2021). “Who Are the Cyka Blyat?” How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games. Cyberpsychology, Behavior, and Social Networking, 24(1), 63–69. https://doi.org/10.1089/cyber.2020.0041 Lopez-Fernandez, O., Williams, A. J., Griffiths, M. D. & Kuss, D. J. (2019). Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review. Frontiers in Psychiatry, 10. https://doi.org/10.3389/fpsyt.2019.00454 McLean, L. & Griffiths, M. D. (2018). Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study. International Journal of Mental Health and Addiction, 17(4), 970–994. https://doi.org/10.1007/s11469-018-9962-0 Monge, C. K. & O’Brien, T. C. (2021). Effects of individual toxic behavior on team performance in League of Legends. Media Psychology, 25(1), 82–105. https://doi.org/10.1080/15213269.2020.1868322 Mora-Cantallops, M. & Sicilia, M. N. (2018). Exploring player experience in ranked League of Legends. Behaviour & Information Technology, 37(12), 1224–1236. https://doi.org/10.1080/0144929x.2018.1492631 Pérez-Rubio, C., González, J. & Garces, E. (2017). Personalidad y burnout en jugadores profesionales de e-sports. Cuadernos de Psicología del Deporte, 17(1), 41–50. https://revistas.um.es/cpd/article/view/291901 Pontes, H. M. & Griffiths, M. D. (2015). Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137–143. https://doi.org/10.1016/j.chb.2014.12.006 Price, J. (2019). Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention. The Educational and Developmental Psychologist, 36(2), 90-90. https://doi.org/10.1017/edp.2019.9 Przybylski, A. K., Deci, E. L., Rigby, C. S. & Ryan, R. M. (2014). Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality and Social Psychology, 106(3), 441–457. https://doi.org/10.1037/a0034820 Riot Games. (s.f). Cómo jugar - League of Legends. League of Legends. Recuperado el 22 de julio de 2022 de https://www.leagueoflegends.com/es-mx/how-to-play/ Rodríguez Rodríguez, M., García Padilla, F. M. (2021). El uso de videojuegos en adolescentes. Un problema de Salud Pública. Enfermería Global, 20(62), 557–591. https://doi.org/10.6018/eglobal.438641 Sánchez-Carbonell, X., Beranuy, M., Castellana, M., Chamarro, A. & Oberst, U. (2008). La adicción a Internet y al móvil: ¿moda o trastorno? Adicciones, 20(2), 149. https://doi.org/10.20882/adicciones.279 Santana, N. (2020). Conclusiones. Género, gamers y videojuegos (pp, 45-47). Universidad de Las Palmas de Gran Canaria. https://www.ulpgc.es/sites/default/files/ArchivosULPGC/noticia/2020/Ene/estudio._genero_gamers_y_videojuegos_1.pdf T’ng, S. T. & Pau, K. (2020). Identification of Avatar Mediates the Associations Between Motivations of Gaming and Internet Gaming Disorder Among the Malaysian Youth. International Journal of Mental Health and Addiction, 19(4), 1346–1361. https://doi.org/10.1007/s11469-020-00229-9 Tan, W. K. & Chen, L. M. (2022). That’s not my fault: Excuses given by players exhibiting in-game intra-team aggressive behavior in online games. Computers in Human Behavior, 127, 107045. https://doi.org/10.1016/j.chb.2021.107045 Tapia, J. M. (2021, 19 enero). Wonder League, la nueva liga chilena femenina de League of Legends. Tarreo. https://www.tarreo.com/noticias/606928/Wonder-League-la-nueva-liga-chilena-femenina-de-League-of-Legends Türkay, S., Formosa, J., Adinolf, S., Cuthbert, R. & Altizer, R. (2020). See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376191 Valderrama, S. (2022, 28 febrero). Wonder League llega este 2022 con una nueva versión con competencia para League of Legends y Valorant. Hero Network. https://www.beahero.gg/wonder-league-llega-este-2022-con-una-nueva-version-con-competencia-para-league-of-legends-y-valorant/ Vergara, D., Mezquita, J. M. & Gómez, A. I. (2019). Metodología innovadora basada en la gamificación educativa: evaluación tipo test con la herramienta QUIZIZZ. Profesorado. Revista de Currículum y Formación del Profesorado, 23(3), 363-387. https://doi.org/10.30827/profesorado.v23i3.11232 Wang, Z., Hu, Y., Zheng, H., Yuan, K., Du, X. & Dong, G. (2019). Females are more vulnerable to Internet gaming disorder than males: Evidence from cortical thickness abnormalities. Psychiatry Research: Neuroimaging, 283, 145–153. https://doi.org/10.1016/j.pscychresns.2018.11.001 WePC. (2022). Video Game Industry Statistics, Trends and Data In 2022. Recuperado el 22 de julio de 2022 de https://www.wepc.com/news/video-game-statistics/ World Health Organization (2019). International statistical classification of diseases and related health problems (11th ed). https://icd.who.int/browse11/l-m/en Xia, B., Wang, H. & Zhou, R. (2017). What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2. Games and Culture, 14(5), 498–522. https://doi.org/10.1177/1555412017710599 |
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Blandón, John Alexander89954c15-371b-443d-a75b-11c96c248979-1Puerta-Cortés, Diana Ximenab85e87fc-8842-4733-9405-b4ea8a1a2a39-12025-10-17T23:14:01Z2025-10-17T23:14:01Z2023LoL videogamers sometimes manifest in-game behaviors that deviate from social norms and the rules of the game. However, there are few studies based on psychological science that study these behaviors. The aim of this research was to analyze toxic behaviors, specifically consisting of aggressive communication, in LoL video gamers according to their profile and country of origin, as well as to predict the likelihood of being a victim or perpetrator of toxic behavior. The sample consisted of 4776 participants from Chile, Colombia, Costa Rica and Peru. They were administered the socio-demographic and toxicity questionnaire and the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). The results indicate that the majority of LoL gamers are male. However, Chile has the highest percentage of female players. They prefer ranked mode, gold league and role supp. 93.2% of the sample perceives the LoL community as toxic, and insults are the most prevalent form of toxic behavior. Those who experience toxic behaviors most often while playing are women with high IGD scores, while the perpetrators tend to be men aged 18 to 19, gold league, mid role and with high IGD scores. It is hoped that the results will contribute to the understanding of the phenomenon in order to improve well-being in the gaming experience.application/pdfBlandón, J y Puerta-Cortés, D. (2023). Toxic behaviours of Latin American LoL videogamers. Aloma, 41(2), 27-35. DOI: 10.51698/aloma.2023.41.2.27-3510.51698/aloma.2023.41.2.27-352339969411383194https://hdl.handle.net/20.500.12313/5804https://revistaaloma.blanquerna.edu/index.php/aloma/article/view/665spaFacultat de Psicologia, Ciencies de l'Educacio i de l'Esport BlanquernaEspaña3522741AlomaAmerican Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed). https://doi.org/10.1176/appi.books.9780890425596Balogh, A. & Veszelszki, G. (2020). Politeness and Insult in Computer Games – From a Pragmatic Point of View. Acta Universitatis Sapientiae, Communicatio, 7(1), 68-91. https://doi.org/10.2478/auscom-2020-0006Belous, D. (2021). Most popular categories on Twitch in 2021. Stream Charts. https://streamscharts.com/news/twitch-categories-2021Beranuy, M., Machimbarrena, J. M., Vega-Osés, M. A., Carbonell, X., Griffiths, M. D., Pontes, H. M. & González-Cabrera, J. (2020). Spanish Validation of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF): Prevalence and Relationship with Online Gambling and Quality of Life. International Journal of Environmental Research and Public Health, 17(5), 1562. https://doi.org/10.3390/ijerph17051562Borisov, A. (2022, 13 mayo). TOP 10 Esports Tournaments in 2021. Esports Charts. https://escharts.com/news/most-watched-tournaments-2021Breuer, J., Vogelgesang, J., Quandt, T. & Festl, R. (2015). Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture, 4(4), 305–328. https://doi.org/10.1037/ppm0000035Burgess, J. & Jones, C. (2021). The Female Video Game Player-character Persona and Emotional Attachment. Persona Studies, 6(2), 7–21. https://doi.org/10.21153/psj2020vol6no2art963Coanda, I. & Aupers, S. (2020). Post-human encounters: Humanizing the technological Other in videogames. New Media & Society, 23(5), 1236–1256. https://doi.org/10.1177/1461444820912388Consalvo, M. (2012). Confronting Toxic Gamer Culture: A Challenge for Feminist Game Studies Scholars. A Journal of Gender, New Media, and Technology, 1. https://scholarsbank.uoregon.edu/xmlui/handle/1794/26289De Mesquita Neto, J. A. & Becker, K. (2018). Relating conversational topics and toxic behavior effects in a MOBA game. Entertainment Computing, 26, 10–29. https://doi.org/10.1016/j.entcom.2017.12.004Donaldson, S. (2017). I Predict a Riot: Making and Breaking Rules and Norms in League of Legends. Digital Games Research Association, 14(1). http://www.digra.org/digital-library/publications/i-predict-a-riot-making-and-breaking-rules-and-norms-in-league-of-legends/Emmerich, K., Krekhov, A. & Krüger, J. (2020). «Pls Uninstall». Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3383668.3419896Erb, V., Lee, S. & Doh, Y. Y. (2021). Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.709926Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E. & DeCoster, J. (2012). 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