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The HoneyComb Paradigm for Research on Collective Human Behavior
06:48

The HoneyComb Paradigm for Research on Collective Human Behavior

Published on: January 19, 2019

Hate speech and hate-based harassment in online games.

Garrison Wells1, Ágnes Romhányi1, Constance Steinkuehler1

  • 1Department of Informatics, Donald Bren School of Information and Computer Sciences, University of California, Irvine, Irvine, CA, United States.

Frontiers in Psychology
|March 6, 2025
PubMed
Summary
This summary is machine-generated.

Online gaming spaces see frequent hate speech and harassment. Players not directly targeted are more accepting, potentially shaping future online behaviors.

Keywords:
extremismgameshate speechsurveytoxicity

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Area of Science:

  • Cyberpsychology
  • Online Social Behavior
  • Digital Ethics

Background:

  • Increasing prevalence of hate speech and harassment in online gaming environments.
  • Concerns regarding the potential normalization of hateful conduct on gaming platforms.
  • Limited research on the frequency and player responses to such incidents.

Purpose of the Study:

  • To assess the frequency of hate speech and harassment in online gaming.
  • To understand player responses from victim, bystander, and perpetrator perspectives.
  • To identify demographic and personality factors predicting hateful conduct.

Main Methods:

  • Conducted a large-scale survey with 602 online game players.
  • Collected data on player experiences and responses to hateful conduct.
  • Analyzed perspectives of victims, bystanders, and perpetrators.

Main Results:

  • Hate speech and harassment are more readily accepted by individuals not directly targeted.
  • Demographic factors and personality traits were examined for predictive value.
  • Findings indicate a potential for non-targeted players to influence online gaming norms.

Conclusions:

  • Hateful conduct in online gaming is a significant issue with differential acceptance.
  • Those not directly experiencing hate speech may perpetuate its presence.
  • Further research is needed to mitigate hateful behaviors in digital spaces.