Abstract
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 online players who completed an online survey about their gaming habits. More specifically, participants were recruited from four different game communities and asked to complete the Internet Gaming Disorder Scale—Short Form, a toxicity-related questionnaire, and the Interpersonal Reactivity Index. Comparisons between the four game communities were also explored. Findings pointed at significant associations between toxicity, empathy, game community, and IGD, suggesting additional research opportunities and counter strategies for preventing negative experiences with online gaming.
Get full access to this article
View all access options for this article.
References
Supplementary Material
Please find the following supplemental material available below.
For Open Access articles published under a Creative Commons License, all supplemental material carries the same license as the article it is associated with.
For non-Open Access articles published, all supplemental material carries a non-exclusive license, and permission requests for re-use of supplemental material or any part of supplemental material shall be sent directly to the copyright owner as specified in the copyright notice associated with the article.
