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dc.contributor.authorRuotsalainen, Maria
dc.contributor.authorMeriläinen, Mikko
dc.date.accessioned2023-12-21T13:26:07Z
dc.date.available2023-12-21T13:26:07Z
dc.date.issued2023
dc.identifier.citationRuotsalainen, M., & Meriläinen, M. (2023). Young video game players’ self-identified toxic gaming behaviour : An interview study. <i>Eludamos</i>, <i>14</i>(1), 147-173. <a href="https://doi.org/10.7557/23.7270" target="_blank">https://doi.org/10.7557/23.7270</a>
dc.identifier.otherCONVID_197227014
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/92465
dc.description.abstractIn this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherSeptentrio Academic Publishing
dc.relation.ispartofseriesEludamos
dc.rightsCC BY 4.0
dc.subject.othervideo gaming
dc.subject.othertoxic behaviour
dc.subject.otheraffect
dc.subject.otheraffordance
dc.subject.otheryoung people
dc.titleYoung video game players’ self-identified toxic gaming behaviour : An interview study
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202312218459
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange147-173
dc.relation.issn1866-6124
dc.relation.numberinseries1
dc.relation.volume14
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 the Authors
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber353267
dc.subject.ysovideopelit
dc.subject.ysotietokonepelit
dc.subject.ysopelaaminen
dc.subject.ysonuoret
dc.subject.ysokäyttäytyminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p3453
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p11617
jyx.subject.urihttp://www.yso.fi/onto/yso/p3625
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.7557/23.7270
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationThe study was funded by the City of Helsinki Youth Services project Non-toxic –non-discriminatory gaming culture and the Academy of Finland project Center of Excellence in Game Culture Studies (CoE-GameCult, grants 353265 and 353267). The authors would like to thank Sonja Ahtiainen and Essi Taino for their comments, Assembly for allowing us to conduct our research at the event, and the two anonymous reviewers for their feedback.
dc.type.okmA1


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