Abstract
Toxicity continues to have a strong presence in online environments. This is particularly true for digital entertainment like online games. Toxicity is an important topic as it impacts game development, consumption, popularity, public perception, and player health and well-being. Most of the existing literature on toxicity in gaming is descriptive and exploratory; it often sets out to map milestones and inherent drivers of toxicity. In this article, an alternative perspective is advanced, drawing from a foundation in media and culture studies. Data (streaming online chat, user-generated content, and forum discussions) were collected daily for 4 weeks from Twitch.tv and Steam channels about the popular online game DOTA 2. Results were processed with a content analysis relying on the driving concepts of toxicity and social affordance. The case study and related platforms were selected for their relevance and pertinence with the theme addressed. Findings point to peculiar interactive patterns in framing, supporting, and overturning toxicity and resulting harassment in these extended settings. Implications are noteworthy for scholars and practitioners who intend to shed light on how diffused audiences negotiate toxicity in digital gaming and beyond.
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