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Ágnes Zsila Institute of Psychology, Pázmány Péter Catholic University, Budapest, Hungary
Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary

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Zsolt Demetrovics Flinders University Institute for Mental Health and Wellbeing, College of Education, Psychology and Social Work, Flinders University, Bedford Park, SA, Australia
Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary

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Abstract

The proliferation of hostile behaviors among players in online multiplayer video games has become a growing concern in recent years. Toxic behaviors negatively impact individual and team performance, diminish game enjoyment, and risk the psychological well-being of gamers. This paper overviews current scientific knowledge on the manifestations and characteristics of this phenomenon, provides a taxonomy of the various behaviors, and outlines future research directions. The authors suggest that further research needs to focus on a deeper understanding of the mechanisms underlying toxicity. Prevention and intervention efforts are crucial to reduce the harms associated with engagement in toxic interactions and to improve the safety and inclusivity of online gaming environments.

Abstract

The proliferation of hostile behaviors among players in online multiplayer video games has become a growing concern in recent years. Toxic behaviors negatively impact individual and team performance, diminish game enjoyment, and risk the psychological well-being of gamers. This paper overviews current scientific knowledge on the manifestations and characteristics of this phenomenon, provides a taxonomy of the various behaviors, and outlines future research directions. The authors suggest that further research needs to focus on a deeper understanding of the mechanisms underlying toxicity. Prevention and intervention efforts are crucial to reduce the harms associated with engagement in toxic interactions and to improve the safety and inclusivity of online gaming environments.

The proliferation of cyber-aggression with the extension of online social spheres

Hostile communication interactions in the online sphere have been extensively studied over the past two decades (Herrerías, Torres, Terrón, & Guerrero, 2023). Peer aggression in digital environments has traditionally been investigated under the umbrella term of cyberbullying, defined as “any behavior performed through electronic or digital media by individuals or groups that repeatedly communicates hostile or aggressive messages intended to inflict harm or discomfort on others” (Tokunaga, 2010, p. 278). The prevalence, antecedents, underlying motivations, and consequences of cyberbullying have been widely researched since the 2000s, particularly as social media has become a dominant platform for online interpersonal communication, broadening the spectrum of both opportunities and potential risks (Montag et al., 2024; Moretta, Buodo, Demetrovics, & Potenza, 2022; Vismara, Girone, Conti, Nicolini, & Dell’Osso, 2022). The emergence of novel online social spheres (e.g., streaming platforms) has broadened the scope of aggressive behaviors to novel forms, such as happy slapping (i.e., video-recording of assaults, and sharing these recordings publicly online; Chan et al., 2012) and cyber-sabotage (i.e., crimes committed through advanced knowledge of technology, such as stealing data; Maasberg, Zhang, Ko, Miller, & Beebe, 2020). These behaviors may not align with traditional definitions of cyberbullying, which often emphasize criteria such as power imbalance or repetition (Slonje, Smith, & Frisén, 2013). Consequently, Grigg (2010) proposed a broader definition encompassing a wide range of negative behaviors in various online social contexts, collectively termed cyber-aggression. According to Grigg's (2010) suggestion, cyber-aggression encompasses a broad range of behaviors delivered through electronic devices to individuals who perceive these acts as harmful or undesired. These behaviors include cyberbullying, harassment, stalking, and other violent acts (e.g., happy slapping) that may not fit conventional definitions of cyberbullying (e.g., an incident of happy slapping may not be repeated). Grigg (2010) also underlined the evolving nature of these behaviors, predicting that trends in Internet and mobile phone use would inevitably lead to the proliferation of negative online communication practices.

More recently, the growing concern over disruptive behaviors in online multiplayer game environments has gained considerable research attention (Frommel, Johnson, & Mandryk, 2023; Nexø & Kristiansen, 2023). These acts, often referred to as toxic behaviors (Kou, 2020), can be viewed as forms of cyber-aggression specific to the context of online multiplayer video games. We would like to draw attention to the problem of toxic behaviors in the gaming community by providing a brief overview of the core features, manifestations, and ongoing debates surrounding this phenomenon, without the intention to provide an exhaustive review of empirical research findings.

Contextualizing toxic behaviors in the literature of cyber-aggression

More than ten years ago, Thacker and Griffiths (2012) provided a comprehensive picture of gaming trolls in their exploratory study, describing behaviors that now are clearly classified as toxic interactions. Although some studies used trolling as a synonym for toxic behaviors, there is growing consensus that trolling refers to annoying yet relatively benign behaviors that may be unintentionally hurtful to others. In contrast, toxic behaviors encompass negative acts that adversely affect in-game performance and players' well-being (Beres, Frommel, Reid, Mandryk, & Klarkowski, 2021; Canossa, Salimov, Azadvar, Harteveld, & Yannakakis, 2021; Cook, Tang, & Lin, 2023; Kordyaka & Kruse, 2021). Similar to trolling and cyberbullying, toxic behaviors are often fueled by anonymity and invisibility (Nexø, 2024), suggesting some overlaps between the constructs and taxonomies of these phenomena. Nevertheless, each has a distinct, well-established literature (Cook et al., 2023). However, a notable difference between cyberbullying and toxicity is that toxic interactions are typically temporal and situational, limited to the context of online multiplayer video gaming, while cyberbullying is repeated and can be performed through various online platforms and electronic devices (Kordyaka, Klesel, & Jahn, 2019). Similar to cyberbullying, there is a large overlap between roles in toxicity (i.e., players exhibiting toxic behaviors frequently become targets and vice versa; Frommel et al., 2023; Shen et al., 2020), suggesting that toxicity can be a maladaptive emotional or behavioral response to highly stressful situations within the gaming context (Kordyaka, Jahn, & Niehaves, 2020). Based on the available literature, we have suggested a taxonomy and brief definition of toxic behaviors (Table 1).

Table 1.

Types and definitions of toxic behaviors

Toxic behaviorDefinitionSource
FlamingUsing offensive, aggressive, provocative, and hostile language in verbal or written communication with other players in a gaming chat or forum.Beres et al., 2021; Blackburn & Kwak, 2014; Kordyaka et al., 2019; Kou, 2020; Kowert, 2020; Kwak, Blackburn, & Han, 2015; Nexø & Kristiansen, 2023
HarassmentUsing insulting language to intimidate, threaten, or annoy other players, often repeatedly.Beres et al., 2021; Kordyaka et al., 2019; Kou, 2020; Kowert, 2020
Sexual harassmentEngaging in behaviors such as making sexual jokes, offering unwelcome sexual advances, sharing sexual content without consent, cyberstalking, simulating sexual violence within the game.Kowert, 2020; Nexø & Kristiansen, 2023; Reynolds, 2023; Tang & Fox, 2016; Tang, Reer, & Quandt, 2020
Trash talkingBelittling, disrespecting, or making fun of other players (mostly opponents) to intimidate or demoralize them, often based on their skills and ranks. Trash talking can also be directed towards others (e.g., teammates, coaches, or fans in esports).Andika, Nor Shahizan Ali, Redza, & Arsi Lestari, 2024; Irwin, Naweed, & Lastella, 2024; Kowert, 2020; Nexø & Kristiansen, 2023
Hate speechUsing language that is offensive and discriminatory against other players based on race, religion, ethnicity, sexual orientation, or other characteristics.Kowert, 2020; Nexø & Kristiansen, 2023; Tang & Fox, 2016; Tang et al., 2020
Inappropriate usernameCreating and using usernames that contain offensive and provocative elements or suggest hate speech or profanity.Blackburn & Kwak, 2014; Kwak et al., 2015; Urbaniak et al., 2022
GriefingIrritating other players by sabotaging, undermining their efforts to achieve game objectives, blocking their paths, destroying their in-game creations, providing misinformation, or taking other actions to intentionally annoy them.Beres et al., 2021; Kordyaka et al., 2019; Kowert, 2020; Nexø & Kristiansen, 2023
Assisting the enemyHindering teammates' or one's own performance to favor the enemy, or assisting opponents in achieving their goals.Blackburn & Kwak, 2014; Kordyaka, Laato, Jahn, Hamari, & Niehaves, 2023; Kwak et al., 2015
FeedingDying repeatedly to the enemy without attempting to fight back, giving the enemy an advantage.Kordyaka, Laato, Jahn, et al., 2023; Kou, 2020
SpammingRepeatedly taking the same actions, flooding the chat with repetitive or irrelevant messages, or using the same commands in a short period of time to annoy and distract other players.Beres et al., 2021; Blackburn & Kwak, 2014; Kwak et al., 2015; Kowert, 2020
DoxxingPublicly sharing personal or highly sensitive information (e.g., real name, address) about players without their consent.Kowert, 2020; Kowert & Cook, 2022
CheatingUsing unauthorized methods, scripts, and tools, or exploiting bugs and glitches to increase in-game efficiency and gain an unfair advantage over other players. Cheating also involves making arrangements with other players (e.g., exchange victory) to manipulate the outcome of the match for personal gain.Kou, 2020; Kowert, 2020
SmurfingSkilled and experienced gamers with higher ranks creating new accounts to play against less skilled players in unbalanced matches.Kou, 2020; Monge & Matthews, 2024
BoostingPaying or asking highly skilled gamers to increase the rank and skills of less experienced players using the customer's account in the gameplay.Conroy, Kowal, Toth, & Campbell, 2021; Kou, 2020
False reportingSubmitting a false or inaccurate report or complaint about a player in the game's reporting system with malicious intent.Kordyaka et al., 2023; Kou, 2020
AFK (Away From Keyboard)Leaving the computer and becoming inactive, often without notifying fellow players and teammates to the disadvantage of the team. AFK often suggests player disengagement.Canossa et al., 2021; Kordyaka et al., 2019; Liu & Agur, 2023

Note. The main categories of toxic behaviors are marked in bold, while subcategories of the respective types are listed below the main categories. Types and definitions of toxic behaviors have been reviewed within the framework of a pre-registered systematic review project on research related to toxic behaviors: https://osf.io/bnxrp/.

According to Kou (2020, p. 89), toxic gaming behaviors are “situated sequence of player emotions or actions at either the individual or the collective level that put teamwork at a disadvantage”. Some examples of toxic behaviors include griefing, feeding, or spamming (see Table 1 for a detailed list and descriptions). These negative behaviors have a detrimental effect on individual achievement and team performance (Monge & O’Brien, 2022), reduce game enjoyment (Kordyaka et al., 2020), and generate stress, frustration, and anger in players (Kordyaka et al., 2019; Neto, Yokoyama, & Becker, 2017), negatively impacting well-being and online social experiences (Kordyaka et al., 2019). Based on these characteristics, we define toxic behaviors as negative behaviors in online multiplayer game environments that can impair individual or team performance, gaming experience, and mental well-being of players.

Beres et al. (2021) emphasized that classifying a certain type of behavior as toxic may depend on the context and situation, suggesting that a negative act in one game might be an acceptable strategy in another (e.g., speed running, which refers to the strategy of completing the game or specific game objectives as quickly as possible, often at the expense of team cooperation, prioritizing individual performance and personal gains over a collective, consensual strategy; Scully-Blaker, 2014). In line with this notion, Canossa et al. (2021) highlighted that the definition of toxicity can vary across games. Recognizing the importance of gaming context in the perception of toxic behaviors, Kowert (2020) proposed the term “dark participation” to encompass all types of deviant behaviors in the online sphere, identifying toxicity as an outcome of such behaviors that deteriorates other users' well-being. Based on these theoretical inquiries, we view toxic behaviors as a context-specific (i.e., online multiplayer games) subcategory of antisocial online behaviors (“dark participation”) similar to how cyberbullying fits within the broader spectrum of cyber-aggression.

Regarding the context-specific nature of toxic behaviors, Cook et al. (2023) explored the differences between trolling (defined broadly as negative communication directed towards others; Cook, Patel, Guisihan, & Wohn, 2021) in online games and social media. According to the findings, trolling on social media platforms primarily involves personal (e.g., teasing) and verbal (e.g., flaming) insults, while trolling in games predominantly manifests in behaviors (e.g., inhibiting other players' goal acquisition). Participants perceived online game environments as more toxic and less controlled spaces than social media spheres in this study. However, Cook et al. (2023) emphasized that both games and social media platforms vary largely in community rules and norms. Research suggests that esports (Nexø, 2024) and highly competitive games such as multiplayer online battle arena (MOBA) and first- and third-person shooter (FPS and TPS) games are more likely to foster in-group conflicts and aggression due to the competitive nature, increasing the occurrence of toxic interactions between players (Kordyaka, 2018; Kordyaka et al., 2020; Kou, 2020). However, engagement in toxic behaviors can be influenced by individual, social, and situational factors (Kowert, 2020).

The psychological background of toxic behaviors

Since the late 2010s, the underlying motives and psychological correlates of personal involvement in toxic behaviors have been intensively researched. Despite the novelty of this research field, several empirical studies have accumulated on the antecedents and consequences of toxicity, contributing to a better understanding of this phenomenon.

Research indicated that women (Fox & Tang, 2017), younger (Ballard & Welch, 2017), beginner (Türkay, Formosa, Adinolf, Cuthbert, & Altizer, 2020), LGBTQ+ (Ballard & Welch, 2017), and ethnical minority players (Oritz, 2019) are more likely to become targets of toxic behaviors. More frequent toxic encounters were associated with symptoms of depression and anxiety, psychological distress (Wong & Ratan, 2024), rumination (Fox & Tang, 2017), suicidal thoughts (Anti-Defamation League, 2019), and gaming disorder (Gandolfi et al., 2023; Zsila, Shabahang, Aruguete, & Orosz, 2022). Targets of toxic behaviors also reported decreased self-efficacy (Kordyaka, Laato, Weber, & Niehaves, 2023) and in-game social capital, relatedness, and higher perceived loneliness (Frommel et al., 2023). More frequent toxic behaviors were associated with reduced team performance over the course of the game (Monge & O’Brien, 2022), and increased withdrawal from online games (Fox & Tang, 2017). Similar to the pattern observed in cyberbullying (Vismara et al., 2022), targets of toxic behaviors often become toxic players and vice versa (Frommel et al., 2023; Shen et al., 2020).

Players exhibiting toxic behaviors are commonly experienced gamers with higher ranks or levels in the game (Shen et al., 2020). Moreover, male gender, impulsivity (Lemercier-Dugarin, Romo, Tijus, & Zerhouni, 2021) and personality traits such as psychopathy, machiavellianism, sadism (Tang et al., 2020), hostile sexism, and social dominance orientation (Tang et al., 2020; Tang & Fox, 2016) were associated with sexual harassment in online multiplayer games. Cook, Schaafsma, and Antheunis (2018) identified motives such as retaliation, personal enjoyment, and thrill-seeking behind toxic behaviors. Additionally, Achterbosch, Miller, and Vamplew (2017) found that players may engage in toxic behaviors to gain an advantage over others, demonstrate their skills, and feel powerful. Interestingly, McLean, Waddell, and Ivory (2020) found that toxic interactions are more common among teammates compared to opponents, particularly in matches without a cooperative teammate in the gameplay, compared to the condition when a supportive teammate is present. The authors suggested that more frequent communication interactions between teammates than opponents, anonymity, and the lack of group identity in quick matches could explain the higher occurrence of conflicts within the team (McLean et al., 2020).

Beres et al. (2021) explained the dynamics of toxic behaviors through the mechanisms of moral disengagement and toxic online disinhibition. Moral disengagement refers to the cognitive process of rationalizing engagement in morally questionable acts to avoid negative self-evaluation (Bandura, 1999). An example within a video gaming context could be “The opponent cheats, so why shouldn't I cheat, too?” Toxic disinhibition, a hostile manifestation of the online disinhibition effect, posits that individuals feel less constrained to exhibit certain behaviors in online settings compared to offline circumstances due to anonymity and invisibility (Suler, 2004). In the context of video games, perceived distance from other players and the justification of hostility towards others (e.g., revenge) contribute to the perception that consequences of hostile actions in online games are not so harmful (Beres et al., 2021). This mechanism can also be attributed to the normalization of toxic behaviors in the gaming community (Beres et al., 2021; Liu & Agur, 2023).

Perception of toxicity in the gamer community: ongoing debates and future directions

Overall, demographic (e.g., gender distribution, age specifics, minority status) and psychological characteristics (e.g., mental health concerns, motivation) of those involved in toxic behaviors show considerable similarity to those described in relation to cyberbullying (see Slonje et al., 2013 for a review). However, an important difference is that toxic encounters have become a common experience among gamers, and are often viewed as a normal part of online gaming culture (Beres et al., 2021; Liu & Agur, 2023). According to the report by the Anti-Defamation League (2023) on a representative sample of US gamers aged 10–45 years, 76% of adults reported being harassed in online multiplayer games in 2023. Although the proportion of affected adults in these incidents has decreased by 10% from 2022, the involvement of adolescents has substantially increased. Specifically, 3 in 4 adolescents aged between 10 and 17 years experienced harassment from other players in online multiplayer games in 2023 (Anti-Defamation League, 2023). Most gamers perceive toxic behaviors as a severe problem, particularly those frequently becoming targets of such acts (Zsila et al., 2022), and 62% believe the gaming industry should take action to make online gaming spaces safer (Anti-Defamation League, 2019). Video game developer companies such as Riot Games, Blizzard Entertainment, and Epic Games have made efforts to combat toxic behaviors by establishing the Fair Play Alliance, a global collaboration aimed at creating safe and inclusive online gaming environments (Kordyaka et al., 2020). A recent report by Riot Games indicates that only 5% of gamers engage in toxic behaviors repeatedly (Aguerri, Santisteban, & Miró-Llinares, 2023), suggesting that most players seek enjoyment and socialization rather than hostility in online multiplayer spaces. Video games providing clear guidance on behavioral expectations for players with different values can help foster a safer and more inclusive gaming environment that could attract more players, which is also beneficial for the game industry (Sparrow, Gibbs, & Arnold, 2021).

Recent studies suggest that targeting social norms in the gaming community could help reduce toxic interactions. Nexø and Kristiansen (2023) reviewed strategies, including the cultivation of prosocial norms by influential players, increasing activism among bystanders, and weakening norms and common beliefs that justify the presence of toxicity. Hilvert-Bruce and Neill (2020) also emphasized that decreasing the common acceptance and legitimacy of toxic behaviors among players is crucial for effective prevention and intervention. Adaptive strategies against toxic behaviors include ignoring, muting, or reporting disruptive players (Türkay et al., 2020).

Despite the growing body of research on toxic behaviors, more studies are needed on the individual differences among players in terms of cultural background and socialization norms to gain a comprehensive understanding of factors predisposing players to toxicity (Cary, Axt, & Chasteen, 2020). Moreover, the exploration of possible mediating or moderating factors that can alter the effect of toxic interactions on players' mental health could also contribute to the present knowledge of this phenomenon. Prevention and intervention programs are necessary to reduce toxicity and foster mental health in players affected by the adverse psychological consequences of involvement in toxic interactions. Educating youth on online cooperation dynamics and prosocial communication could enhance social sensitivity, empathy, and the acquisition of behavioral norms that are beneficial for the community (Reid, Mandryk, Beres, Klarkowski, & Frommel, 2022; Wijkstra, Rogers, Mandryk, Veltkamp, & Frommel, 2024; Zsila et al., 2022).

Overall, online multiplayer game environments have become fertile ground for cyber-aggression in recent years. The pervasiveness of toxic behaviors and associated mental health concerns highlight the importance of addressing interpersonal hostility within the gaming community, which predominantly comprises adolescents and young adults (Statista, 2023). Reducing toxicity could greatly enhance the safety of online multiplayer game environments, improve gaming experience, and support young players' well-being.

Funding sources

None.

Authors' contributions

ÁZ: conceptualization, writing–original draft. ZD: conceptualization, writing–original draft.

Conflicts of interest

ZD is the Editor-in-Chief of the Journal of Behavioral Addictions.

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  • Lemercier-Dugarin, M., Romo, L., Tijus, C., & Zerhouni, O. (2021). “Who are the Cyka Blyat?” how empathy, impulsivity, and motivations to play predict aggressive behaviors in multiplayer online games. Cyberpsychology, Behavior, and Social Networking, 24(1), 6369. https://doi.org/10.1089/cyber.2020.0041.

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  • Liu, Y., & Agur, C. (2023). “After All, They Don’t Know Me” exploring the psychological mechanisms of toxic behavior in online games. Games and Culture, 18(5), 598621. https://doi.org/10.1177/15554120221115397.

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  • Maasberg, M., Zhang, X., Ko, M., Miller, S. R., & Beebe, N. L. (2020). An analysis of motive and observable behavioral indicators associated with insider cyber-sabotage and other attacks. IEEE Engineering Management Review, 48(2), 151165. https://doi.org/10.1109/EMR.2020.2989108.

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  • McLean, D., Waddell, F., & Ivory, J. (2020). Toxic teammates or obscene opponents? Influences of cooperation and competition on hostility between teammates and opponents in an online game. Journal For Virtual Worlds Research, 13(1), 115. https://doi.org/10.4101/jvwr.v13i1.7334.

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  • Monge, C. K., & Matthews, N. L. (2024). Blaming the smurf: Using a novel social deception behavior in online games to test attribution theories. New Media & Society, 14614448241235638. https://doi.org/10.1177/14614448241235638.

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  • Monge, C. K., & O’Brien, T. C. (2022). Effects of individual toxic behavior on team performance in league of legends. Media Psychology, 25(1), 82105. https://doi.org/10.1080/15213269.2020.1868322.

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  • Montag, C., Demetrovics, Z., Elhai, J. D., Grant, D., Koning, I., Rumpf, H. J., … Van den Eijnden, R. (2024). Problematic social media use in childhood and adolescence. Addictive Behaviors, 153, 107980. https://doi.org/10.1016/j.addbeh.2024.107980.

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  • Moretta, T., Buodo, G., Demetrovics, Z., & Potenza, M. N. (2022). Tracing 20 years of research on problematic use of the internet and social media: Theoretical models, assessment tools, and an agenda for future work. Comprehensive Psychiatry, 112, 152286. https://doi.org/10.1016/j.comppsych.2021.152286.

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  • Nexø, L. A. (2024). Toxic behaviours in esport: A review of data-collection methods applied in studying toxic In-Gaming behaviours. International Journal of Esports, 1(1). Retrieved on 12 March, 2025 from: https://www.ijesports.org/article/127/html.

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  • Nexø, L. A., & Kristiansen, S. (2023). Players don’t die, they Respawn: A situational analysis of toxic encounters arising from death events in league of legends. European Journal on Criminal Policy and Research, 29(3), 457476. https://doi.org/10.1007/s10610-023-09552-y.

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  • Ortiz, S. M. (2019). The meanings of racist and sexist trash talk for men of color: A cultural sociological approach to studying gaming culture. New Media & Society, 21(4), 879894. https://doi.org/10.1177/1461444818814252.

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  • Reid, E., Mandryk, R. L., Beres, N. A., Klarkowski, M., & Frommel, J. (2022). Feeling good and in control: In-game tools to support targets of toxicity. In Proceedings of the ACM on human-computer interaction (Vol. 6, pp. 127). CHI PLAY. https://doi.org/10.1145/3549498.

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  • Reynolds, L. (2023). The perfect storm: Addressing sexual harassment in esports. Retrieved on 10 July, 2024 from: https://www.nfhs.org/articles/the-perfect-storm-addressing-sexual-harassment-in-esports/.

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  • Shen, C., Sun, Q., Kim, T., Wolff, G., Ratan, R., & Williams, D. (2020). Viral vitriol: Predictors and contagion of online toxicity in world of tanks. Computers in Human Behavior, 108, 106343. https://doi.org/10.1016/j.chb.2020.106343.

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  • Sparrow, L. A., Gibbs, M., & Arnold, M. (2021). Ludic ethics: The ethical negotiations of players in online multiplayer games. Games and Culture, 16(6), 719742. https://doi.org/10.1177/1555412020971534.

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  • Statista (2023). Share of gaming audiences who ever play games online in the United Kingdom (UK) as of 2023, by age group. Retrieved on 9 July, 2024 from: https://www.statista.com/statistics/301350/online-gaming-in-the-uk-by-age/.

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  • Tang, W. Y., & Fox, J. (2016). Men's harassment behavior in online video games: Personality traits and game factors. Aggressive Behavior, 42(6), 513521. https://doi.org/10.1002/ab.21646.

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  • Tang, W. Y., Reer, F., & Quandt, T. (2020). Investigating sexual harassment in online video games: How personality and context factors are related to toxic sexual behaviors against fellow players. Aggressive Behavior, 46(1), 127135. https://doi.org/10.1002/ab.21873.

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  • Thacker, S., & Griffiths, M. D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(4), 1733. https://doi.org/10.4018/ijcbpl.2012100102.

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  • Kwak, H., Blackburn, J., & Han, S. (2015). Exploring cyberbullying and other toxic behavior in team competition online games. In Proceedings of the 33rd annual ACM conference on human factors in computing systems (pp. 37393748). https://doi.org/10.1145/2702123.2702529.

    • Search Google Scholar
    • Export Citation
  • Lemercier-Dugarin, M., Romo, L., Tijus, C., & Zerhouni, O. (2021). “Who are the Cyka Blyat?” how empathy, impulsivity, and motivations to play predict aggressive behaviors in multiplayer online games. Cyberpsychology, Behavior, and Social Networking, 24(1), 6369. https://doi.org/10.1089/cyber.2020.0041.

    • Search Google Scholar
    • Export Citation
  • Liu, Y., & Agur, C. (2023). “After All, They Don’t Know Me” exploring the psychological mechanisms of toxic behavior in online games. Games and Culture, 18(5), 598621. https://doi.org/10.1177/15554120221115397.

    • Search Google Scholar
    • Export Citation
  • Maasberg, M., Zhang, X., Ko, M., Miller, S. R., & Beebe, N. L. (2020). An analysis of motive and observable behavioral indicators associated with insider cyber-sabotage and other attacks. IEEE Engineering Management Review, 48(2), 151165. https://doi.org/10.1109/EMR.2020.2989108.

    • Search Google Scholar
    • Export Citation
  • McLean, D., Waddell, F., & Ivory, J. (2020). Toxic teammates or obscene opponents? Influences of cooperation and competition on hostility between teammates and opponents in an online game. Journal For Virtual Worlds Research, 13(1), 115. https://doi.org/10.4101/jvwr.v13i1.7334.

    • Search Google Scholar
    • Export Citation
  • Monge, C. K., & Matthews, N. L. (2024). Blaming the smurf: Using a novel social deception behavior in online games to test attribution theories. New Media & Society, 14614448241235638. https://doi.org/10.1177/14614448241235638.

    • Search Google Scholar
    • Export Citation
  • Monge, C. K., & O’Brien, T. C. (2022). Effects of individual toxic behavior on team performance in league of legends. Media Psychology, 25(1), 82105. https://doi.org/10.1080/15213269.2020.1868322.

    • Search Google Scholar
    • Export Citation
  • Montag, C., Demetrovics, Z., Elhai, J. D., Grant, D., Koning, I., Rumpf, H. J., … Van den Eijnden, R. (2024). Problematic social media use in childhood and adolescence. Addictive Behaviors, 153, 107980. https://doi.org/10.1016/j.addbeh.2024.107980.

    • Search Google Scholar
    • Export Citation
  • Moretta, T., Buodo, G., Demetrovics, Z., & Potenza, M. N. (2022). Tracing 20 years of research on problematic use of the internet and social media: Theoretical models, assessment tools, and an agenda for future work. Comprehensive Psychiatry, 112, 152286. https://doi.org/10.1016/j.comppsych.2021.152286.

    • Search Google Scholar
    • Export Citation
  • Neto, J. A., Yokoyama, K. M., & Becker, K. (2017, August). Studying toxic behavior influence and player chat in an online video game. In Proceedings of the international conference on web intelligence (pp. 2633). https://doi.org/10.1145/3106426.3106452.

    • Search Google Scholar
    • Export Citation
  • Nexø, L. A. (2024). Toxic behaviours in esport: A review of data-collection methods applied in studying toxic In-Gaming behaviours. International Journal of Esports, 1(1). Retrieved on 12 March, 2025 from: https://www.ijesports.org/article/127/html.

    • Search Google Scholar
    • Export Citation
  • Nexø, L. A., & Kristiansen, S. (2023). Players don’t die, they Respawn: A situational analysis of toxic encounters arising from death events in league of legends. European Journal on Criminal Policy and Research, 29(3), 457476. https://doi.org/10.1007/s10610-023-09552-y.

    • Search Google Scholar
    • Export Citation
  • Ortiz, S. M. (2019). The meanings of racist and sexist trash talk for men of color: A cultural sociological approach to studying gaming culture. New Media & Society, 21(4), 879894. https://doi.org/10.1177/1461444818814252.

    • Search Google Scholar
    • Export Citation
  • Reid, E., Mandryk, R. L., Beres, N. A., Klarkowski, M., & Frommel, J. (2022). Feeling good and in control: In-game tools to support targets of toxicity. In Proceedings of the ACM on human-computer interaction (Vol. 6, pp. 127). CHI PLAY. https://doi.org/10.1145/3549498.

    • Search Google Scholar
    • Export Citation
  • Reynolds, L. (2023). The perfect storm: Addressing sexual harassment in esports. Retrieved on 10 July, 2024 from: https://www.nfhs.org/articles/the-perfect-storm-addressing-sexual-harassment-in-esports/.

    • Search Google Scholar
    • Export Citation
  • Scully-Blaker, R. (2014). A practiced practice: Speedrunning through space with de Certeau and Virilio. Game Studies, 14(1). Retrieved on 12 March, 2025 from: https://www.gamestudies.org/1401/articles/scullyblaker.

    • Search Google Scholar
    • Export Citation
  • Shen, C., Sun, Q., Kim, T., Wolff, G., Ratan, R., & Williams, D. (2020). Viral vitriol: Predictors and contagion of online toxicity in world of tanks. Computers in Human Behavior, 108, 106343. https://doi.org/10.1016/j.chb.2020.106343.

    • Search Google Scholar
    • Export Citation
  • Slonje, R., Smith, P. K., & Frisén, A. (2013). The nature of cyberbullying, and strategies for prevention. Computers in Human Behavior, 29(1), 2632. https://doi.org/10.1016/j.chb.2012.05.024.

    • Search Google Scholar
    • Export Citation
  • Sparrow, L. A., Gibbs, M., & Arnold, M. (2021). Ludic ethics: The ethical negotiations of players in online multiplayer games. Games and Culture, 16(6), 719742. https://doi.org/10.1177/1555412020971534.

    • Search Google Scholar
    • Export Citation
  • Statista (2023). Share of gaming audiences who ever play games online in the United Kingdom (UK) as of 2023, by age group. Retrieved on 9 July, 2024 from: https://www.statista.com/statistics/301350/online-gaming-in-the-uk-by-age/.

    • Search Google Scholar
    • Export Citation
  • Suler, J. (2004). The online disinhibition effect. Cyberpsychology & Behavior, 7(3), 321326. https://doi.org/10.1089/1094931041291295.

    • Search Google Scholar
    • Export Citation
  • Tang, W. Y., & Fox, J. (2016). Men's harassment behavior in online video games: Personality traits and game factors. Aggressive Behavior, 42(6), 513521. https://doi.org/10.1002/ab.21646.

    • Search Google Scholar
    • Export Citation
  • Tang, W. Y., Reer, F., & Quandt, T. (2020). Investigating sexual harassment in online video games: How personality and context factors are related to toxic sexual behaviors against fellow players. Aggressive Behavior, 46(1), 127135. https://doi.org/10.1002/ab.21873.

    • Search Google Scholar
    • Export Citation
  • Thacker, S., & Griffiths, M. D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(4), 1733. https://doi.org/10.4018/ijcbpl.2012100102.

    • Search Google Scholar
    • Export Citation
  • Tokunaga, R. S. (2010). Following you home from school: A critical review and synthesis of research on cyberbullying victimization. Computers in Human Behavior, 26(3), 277287. https://doi.org/10.1016/j.chb.2009.11.014.

    • Search Google Scholar
    • Export Citation
  • Türkay, S., Formosa, J., Adinolf, S., Cuthbert, R., & Altizer, R. (2020). See no evil, hear no evil, speak no evil: How collegiate players define, experience and cope with toxicity. In Proceedings of the 2020 CHI conference on human factors in computing systems (pp. 113). https://doi.org/10.1145/3313831.3376191.

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  • Urbaniak, R., Tempska, P., Dowgiałło, M., Ptaszyński, M., Fortuna, M., Marcińczuk, M., … Wroczyński, M. (2022). Namespotting: Username toxicity and actual toxic behavior on Reddit. Computers in Human Behavior, 136, 107371. https://doi.org/10.1016/j.chb.2022.107371.

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Dr. Zsolt Demetrovics
Institute of Psychology, ELTE Eötvös Loránd University
Address: Izabella u. 46. H-1064 Budapest, Hungary
Phone: +36-1-461-2681
E-mail: jba@ppk.elte.hu

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2024  
Scopus  
CiteScore  
CiteScore rank  
SNIP  
Scimago  
SJR index 2.26
SJR Q rank Q1

2023  
Web of Science  
Journal Impact Factor 6.6
Rank by Impact Factor Q1 (Psychiatry)
Journal Citation Indicator 1.59
Scopus  
CiteScore 12.3
CiteScore rank Q1 (Clinical Psychology)
SNIP 1.604
Scimago  
SJR index 2.188
SJR Q rank Q1

Journal of Behavioral Addictions
Publication Model Gold Open Access
Submission Fee none
Article Processing Charge 990 EUR/article
Effective from  1st Feb 2025:
1400 EUR/article
Regional discounts on country of the funding agency World Bank Lower-middle-income economies: 50%
World Bank Low-income economies: 100%
Further Discounts Corresponding authors, affiliated to an EISZ member institution subscribing to the journal package of Akadémiai Kiadó: 100%.
Subscription Information Gold Open Access

Journal of Behavioral Addictions
Language English
Size A4
Year of
Foundation
2011
Volumes
per Year
1
Issues
per Year
4
Founder Eötvös Loránd Tudományegyetem
Founder's
Address
H-1053 Budapest, Hungary Egyetem tér 1-3.
Publisher Akadémiai Kiadó
Publisher's
Address
H-1117 Budapest, Hungary 1516 Budapest, PO Box 245.
Responsible
Publisher
Chief Executive Officer, Akadémiai Kiadó
ISSN 2062-5871 (Print)
ISSN 2063-5303 (Online)

Senior editors

Editor(s)-in-Chief: Zsolt DEMETROVICS

Assistant Editor(s): 

Csilla ÁGOSTON

Dana KATZ

Associate Editors

  • Stephanie ANTONS (Universitat Duisburg-Essen, Germany)
  • Joel BILLIEUX (University of Lausanne, Switzerland)
  • Beáta BŐTHE (University of Montreal, Canada)
  • Matthias BRAND (University of Duisburg-Essen, Germany)
  • Daniel KING (Flinders University, Australia)
  • Gyöngyi KÖKÖNYEI (ELTE Eötvös Loránd University, Hungary)
  • Ludwig KRAUS (IFT Institute for Therapy Research, Germany)
  • Marc N. POTENZA (Yale University, USA)
  • Hans-Jurgen RUMPF (University of Lübeck, Germany)
  • Ruth J. VAN HOLST (Amsterdam UMC, The Netherlands)

Editorial Board

  • Sophia ACHAB (Faculty of Medicine, University of Geneva, Switzerland)
  • Alex BALDACCHINO (St Andrews University, United Kingdom)
  • Judit BALÁZS (ELTE Eötvös Loránd University, Hungary)
  • Maria BELLRINGER (Auckland University of Technology, Auckland, New Zealand)
  • Henrietta BOWDEN-JONES (Imperial College, United Kingdom)
  • Damien BREVERS (University of Luxembourg, Luxembourg)
  • Julius BURKAUSKAS (Lithuanian University of Health Sciences, Lithuania)
  • Gerhard BÜHRINGER (Technische Universität Dresden, Germany)
  • Silvia CASALE (University of Florence, Florence, Italy)
  • Luke CLARK (University of British Columbia, Vancouver, B.C., Canada)
  • Jeffrey L. DEREVENSKY (McGill University, Canada)
  • Geert DOM (University of Antwerp, Belgium)
  • Nicki DOWLING (Deakin University, Geelong, Australia)
  • Hamed EKHTIARI (University of Minnesota, United States)
  • Jon ELHAI (University of Toledo, Toledo, Ohio, USA)
  • Ana ESTEVEZ (University of Deusto, Spain)
  • Fernando FERNANDEZ-ARANDA (Bellvitge University Hospital, Barcelona, Spain)
  • Naomi FINEBERG (University of Hertfordshire, United Kingdom)
  • Sally GAINSBURY (The University of Sydney, Camperdown, NSW, Australia)
  • Belle GAVRIEL-FRIED (The Bob Shapell School of Social Work, Tel Aviv University, Israel)
  • Biljana GJONESKA (Macedonian Academy of Sciences and Arts, Republic of North Macedonia)
  • Marie GRALL-BRONNEC (University Hospital of Nantes, France)
  • Jon E. GRANT (University of Minnesota, USA)
  • Mark GRIFFITHS (Nottingham Trent University, United Kingdom)
  • Joshua GRUBBS (University of New Mexico, Albuquerque, NM, USA)
  • Anneke GOUDRIAAN (University of Amsterdam, The Netherlands)
  • Susumu HIGUCHI (National Hospital Organization Kurihama Medical and Addiction Center, Japan)
  • David HODGINS (University of Calgary, Canada)
  • Eric HOLLANDER (Albert Einstein College of Medicine, USA)
  • Zsolt HORVÁTH (Eötvös Loránd University, Hungary)
  • Susana JIMÉNEZ-MURCIA (Clinical Psychology Unit, Bellvitge University Hospital, Barcelona, Spain)
  • Yasser KHAZAAL (Geneva University Hospital, Switzerland)
  • Orsolya KIRÁLY (Eötvös Loránd University, Hungary)
  • Chih-Hung KO (Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Taiwan)
  • Shane KRAUS (University of Nevada, Las Vegas, NV, USA)
  • Hae Kook LEE (The Catholic University of Korea, Republic of Korea)
  • Bernadette KUN (Eötvös Loránd University, Hungary)
  • Katerina LUKAVSKA (Charles University, Prague, Czech Republic)
  • Giovanni MARTINOTTI (‘Gabriele d’Annunzio’ University of Chieti-Pescara, Italy)
  • Gemma MESTRE-BACH (Universidad Internacional de la Rioja, La Rioja, Spain)
  • Astrid MÜLLER (Hannover Medical School, Germany)
  • Daniel Thor OLASON (University of Iceland, Iceland)
  • Ståle PALLESEN (University of Bergen, Norway)
  • Afarin RAHIMI-MOVAGHAR (Teheran University of Medical Sciences, Iran)
  • József RÁCZ (Hungarian Academy of Sciences, Hungary)
  • Michael SCHAUB (University of Zurich, Switzerland)
  • Marcantanio M. SPADA (London South Bank University, United Kingdom)
  • Daniel SPRITZER (Study Group on Technological Addictions, Brazil)
  • Dan J. STEIN (University of Cape Town, South Africa)
  • Sherry H. STEWART (Dalhousie University, Canada)
  • Attila SZABÓ (Eötvös Loránd University, Hungary)
  • Hermano TAVARES (Instituto de Psiquiatria do Hospital das Clínicas da Faculdade de Medicina, Universidade de São Paulo, São Paulo, Brazil)
  • Wim VAN DEN BRINK (University of Amsterdam, The Netherlands)
  • Alexander E. VOISKOUNSKY (Moscow State University, Russia)
  • Aviv M. WEINSTEIN (Ariel University, Israel)
  • Anise WU (University of Macau, Macao, China)
  • Ágnes ZSILA (ELTE Eötvös Loránd University, Hungary)

 

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