Publication Type

Journal Article

Version

publishedVersion

Publication Date

8-2026

Abstract

Research on perceptions of gaming toxicity has focused on its verbal forms, while gameplay-related forms remain relatively understudied. Furthermore, assessments of gameplay actions as toxic may depend on situational considerations. The present study used a controlled experiment to examine player interpretations of gameplay sabotage using pre-recorded gameplay scenarios from the game, League of Legends. We found that the presence of gameplay sabotage elicited stronger negative emotions and triggered greater player-reported intentions to retaliate and correct the offending player than in comparable instances of unintentional poor gameplay. Further exploratory analyses suggested that participants rated poor gameplay as less acceptable in more competitively framed gameplay settings, even without the presence of overt gameplay sabotage. Exploratory analyses also suggested that players reported a greater likelihood of correcting poor gameplay when anticipated future interaction with the offending individual was low. These findings provide novel insights into how intentional gameplay sabotage and broader gameplay contexts such as competition and anticipated future interaction may independently shape players’ interpretations of poor gameplay in competitive multiplayer online games.

Keywords

Behavioral interpretations, Gameplay toxicity, Multiplayer online games, Social interaction, Toxic behavior, Toxicity

Discipline

Broadcast and Video Studies | Communication Technology and New Media

Research Areas

Integrative Research Areas

Areas of Excellence

Growth in Asia

Publication

Computers in Human Behavior Reports

Volume

23

First Page

1

Last Page

10

ISSN

2451-9588

Identifier

10.1016/j.chbr.2026.101245

Publisher

Elsevier

Additional URL

https://doi.org/10.1016/j.chbr.2026.101245

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