When the game turns toxic: Exploring gendered effects on well-being and self-esteem
Year: 2025
Type: article
Study design: Observational Study
Abstract: Background: Toxic behavior remains a significant problem in online games, but there is scarce knowledge about the psychological effects of being subjected to such behavior, especially across genders. This study addresses this gap by examining how toxic behavior affects players’ well-being and self-esteem. Methods: This study combined elements of an an Intensive Longitudinal Study (ILS) and an Ecological Momentary Assessment (EMA), with daily assessments of 88 gamers over a 15-day period, investigating self-esteem, well-being and verbal toxic behavior experience. Data were analysed using a logistic random effects model. Results: Women received significantly more derogatory comments related to gender, sexuality, religion, or ethnicity, and sexual comments/sounds directed at them compared to men. Women also experienced a significantly stronger effect of toxic behavior on their well-being and self-esteem relative to men. Conclusions: The present study demonstrates that experiencing toxicity can indeed have significant effects on those who are targeted, especially women. Results should be considered by the gaming industry and gaming community, respectively, to create and maintain safe and welcoming gaming environments.
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: gold
Estimated APC paid: $1,880
OpenAlex ID: W4417526674
