Abstract
Destructive or “toxic” behaviors in online gaming have received increased attention in recent years. These are forms of verbal harassment or behavioral misconduct which disrupt another’s experience of the game. While previous explanations have explained toxic behaviors as intentional acts of deviant individuals or a larger online “trickster” culture, this article provides empirical support for a recent “tilt”-based explanation in the literature. Toxic behavior is seen as situated within and emergent from specific social contexts—as a spur-of-the-moment loss of control (associated with the term “tilt”), triggered by contextual factors within the game. Based on interview data on the popular multiplayer game League of Legends, it is shown how weak normative and relational structures within a gaming context can lead to negative emotions in players, prompting toxic behaviors. Avenues for future research and implications for improving online social spaces are discussed.
Get full access to this article
View all access options for this article.
