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...

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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
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openAccess
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http://purl.org/coar/access_right/c_abf2
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dc.title.eng.fl_str_mv 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.
publishDate 2023
dc.date.issued.none.fl_str_mv 2023
dc.date.accessioned.none.fl_str_mv 2025-10-17T23:14:01Z
dc.date.available.none.fl_str_mv 2025-10-17T23:14:01Z
dc.type.none.fl_str_mv Artículo de revista
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dc.identifier.citation.none.fl_str_mv 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
dc.identifier.doi.none.fl_str_mv 10.51698/aloma.2023.41.2.27-35
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dc.identifier.issn.none.fl_str_mv 11383194
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12313/5804
dc.identifier.url.none.fl_str_mv https://revistaaloma.blanquerna.edu/index.php/aloma/article/view/665
identifier_str_mv 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
url https://hdl.handle.net/20.500.12313/5804
https://revistaaloma.blanquerna.edu/index.php/aloma/article/view/665
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dc.relation.ispartofjournal.none.fl_str_mv Aloma
dc.relation.references.none.fl_str_mv 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
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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
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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
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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
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spelling 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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