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AGGRESSIVE BEHAVIOR

Volume 42, pages 513–521 (2016)

Men’s Harassment Behavior in Online Video Games:


Personality Traits and Game Factors
Wai Yen Tang and Jesse Fox*

The Ohio State University, Columbus, Ohio


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Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by
the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and
online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality
traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based
taunting, insulting others’ intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video
games (N ¼ 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher
levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were
additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment
for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression,
cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513–521,
2016. © 2016 Wiley Periodicals, Inc.
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Keywords: online harassment; sexual harassment; video games; hostile sexism; cyberaggression

INTRODUCTION in press; Gray, 2012a,b; Kuznekoff & Rose, 2013; Pew


Research Center, 2014; Taylor, 2006; Yee, 2014). Some of
Recent years have seen video games emerge as one of
this hostility is an artifact of competitive game play, in
the most popular forms of media entertainment, in part
which trash talking one’s opponents is a common practice
because online gaming has made it into an increasingly
(Wright, Boria, & Breidenbach, 2002). Even in collabora-
social activity. Over 60% of gamers play with others,
tive play, players may be hassled for making mistakes or
either in person or online (Entertainment Software
not contributing to the team’s efforts. Commonly, though,
Association, 2014). Moreover, gaming is drawing an
players are targeted for harassment simply because they are
increasingly diverse audience in terms of age and
perceived as “not belonging” (Yee, 2014). Women in
gender. Recent surveys indicate that women comprise
particular are perceived as outsiders and become targeted
approximately half of video game players (Chalk, 2014;
for harassment in online video games and other gaming
ESA, 2014). Despite women’s growing participation in
realms (Behm-Morawitz & Schipper, in press; Chess &
games, perceptions about gaming as a men’s activity and
Shaw, 2015; Cote, in press; Fox & Tang, 2014; Gray,
a masculine space persist (Shaw, 2012).
2012b; Salter & Blodgett, 2012; Taylor, 2006; Yee, 2014).
These stereotypes and expectations have implications
Given the limited quantitative research in this area,
for how people interact within gaming spaces as they
this study seeks to address this gap by investigating the
determine who “belongs” in games and who does not.
Further, the perceived affordances or features of many
online gaming spaces, such as anonymity and limited Conflicts of interest: None.
nonverbal cues, may exacerbate these boundaries. 
Correspondence to: Jesse Fox, School of Communication, The Ohio
According to the social identity model of deindividua- State University, 3016 Derby Hall, 154 North Oval Mall, Columbus, OH
tion effects (Lea & Spears, 1991), these salient social 43210-1339. E-mail: fox.775@osu.edu
identities, compounded by anonymity, facilitate conflict, Received 15 October 2015; Revised 3 January 2016; Accepted 7 January
harassment, and other forms of negative social interac- 2016
tion online. DOI: 10.1002/ab.21646
Considerable research has established that online games Published online 16 February 2016 in Wiley Online Library
can be a hostile environment for players (Ballard & Welch, (wileyonlinelibrary.com).

© 2016 Wiley Periodicals, Inc.


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514 Tang and Fox

prevalence and predictors of sexual harassment as well aggression. Adachi and Willoughby (2011) found that
as other forms of harassment in online video games. competitiveness of a video game contributes to greater
Because online harassment causes significant distress in levels of aggression, and recent research by Przybylski,
targets (Fenaughty & Harre, 2013; Pew Research Deci, Rigby, and Ryan (2014) suggests that frustration
Center, 2014) and can lead to offline rumination and and diminished competence within the game leads to
even quitting a game entirely (Fox & Tang, in press), it is aggression.
important to investigate the predictors and incidence of Given that popular networked video games often focus
harassment behavior in games. At this time, however, on competition, feature violent content, and are designed
research on harassment in gaming has been studied as a to keep players engaged through challenging (and often
distinctly online phenomenon and has largely over- frustrating) play, these environments may be prone to
looked the considerable body of existing research on fostering hostility which may translate into negative
sexual harassment in organizational contexts. These social interaction. Other features of the gaming
studies have identified key traits, such as sexism and environment, such as the lack of co-location and player
social dominance orientation (Diehl, Rees, & Bohner, anonymity, may also promote harassment in online
2012; Pryor, Giedd, & Williams, 1995; Russell & Trigg, games.
2004), that predict the likelihood of harassing others.
Social Identity Model of Deindividuation
This study seeks to address this rift by synthesizing
Effects
existing work on sexual harassment in nonmediated
environments (Pina & Gannon, 2012; Pryor et al., 1995; In some online spaces, users perceive few, if any,
Russell & Trigg, 2004) with previous findings on sexist social cues. Feeling that they are effectively anonymous,
gaming beliefs (Fox & Tang, 2014). Specifically, we users experience deindividuation, or a loss of a sense of
examined the roles of ambivalent sexism and social self. The social identity model of deindividuation effects
dominance orientation alongside gameplay and game (SIDE) posits that under these conditions, users defer to
involvement to identify predictors of men’s harassment salient group memberships (Lea & Spears, 1991). For
behavior in online games. example, when gender cues are made salient, anony-
mous users interact in more gender-stereotypical ways
Online Video Games
than nonanonymous users (Postmes & Spears, 2002).
Social gaming is important to consider given that the Further, perceptions of other anonymous users’ identi-
presence of other people—or even the perceived ties are reduced to salient group memberships that are
presence of others—can affect performance, physiolog- depersonalized and stereotyped (Postmes, Spears, &
ical reactions, and enjoyment (Bowman, Weber, Lea, 1998). This confluence of factors leads to
Tamborini, & Sherry, 2013; Weibel, Wissmath, Habeg- disinhibition in online environment, which facilitates
ger, Steiner, & Groner, 2008). Most popular online video antisocial behavior such as flaming, trolling, cyberbully-
games focus on competition wherein individual gamers ing, and other forms of online harassment (Fox & Tang,
face other, opposing players, or they collaborate with 2014; Suler, 2004; Wright, 2014).
other players to face a common opponent. These online Video games have traditionally been perceived as a
multiplayer games are often dominated by men (Quandt, masculine space: developers and industry members are
Chen, M€ayr€a, & Van Looy, 2014; Ratan, Taylor, Hogan, overwhelmingly men, representations in games are
Kennedy, & Williams, 2015). predominantly men, and games often feature tradition-
The violent content and competitive nature of online ally masculine tasks rooted in competition and aggres-
video games may also facilitate hostility between sion (Gray, 2012a; Salter & Blodgett, 2012). This
gamers. Several meta-analyses framed from the general perception carries over to players as well; the prevalent
aggression model have found that violent video game stereotype for a “gamer” is a defensive heterosexual
content can lead to increased aggression in some players White male (Gray, 2012a; Salter & Blodgett, 2012;
(Anderson & Bushman, 2001; Anderson et al., 2010; Shaw, 2012). SIDE would predict that in largely
Greitemeyer & M€ugge, 2014). Furthermore, longitudi- anonymous online gaming spaces, players would neglect
nal studies on the exposure to violent video games have their individual identities in deference to this prevalent
revealed long-term effects, such as higher physical social identity for gamers. This defensive, masculine
aggression and less prosocial behavior among children social identity encourages hostile and aggressive
(Gentile, Coyne, & Walsh, 2011) and an increase in behavior toward others, particularly outsiders.
normative beliefs about aggression and subsequent Indeed, networked video games can be hostile spaces
physical aggression among adolescents (M€oller & characterized by trash talking, objectionable language,
Krahe, 2009). Beyond violent content, players’ experi- and offensive comments. Women and other minorities
ences in games have also been shown to influence are often specifically targeted for this harassment

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Harassment in Video Games 515

(Behm-Morawitz & Schipper, in press; Cote, in press; online social environment such as networked video
Salter & Blodgett, 2012; Yee, 2014). Recent research games where men as perceived as the majority, these
has parsed apart the scope and nature of this harassment. findings suggest that women are likely to be targeted for
Kuznekoff and Rose (2013) played a networked violent sexual harassment.
video game with other anonymous players and inter- One predictor of sexual harassment is sexism (Glick &
acted with them using prerecorded voices. The woman’s Fiske, 1996; Pryor et al., 1995). The theory of ambivalent
voice received three times the amount of negative sexism posits that individuals may hold hostile, benevo-
comments than the man’s voice had received. Holz lent, or both types of attitudes towards women; both
Ivory, Fox, Waddell, and Ivory (2014) followed a similar hostile and benevolent sexism have derogatory implica-
protocol with prerecorded voices and also manipulated tions for women’s nature and abilities (Glick & Fiske,
whether the comments were supportive or insulting. 1996). Hostile sexism is defined by antipathy towards
After the match, they friend-requested other players. women and a sense of superiority over women. This type
They found that when the voice demonstrated gender- of sexism characterizes women as manipulative and
stereotypical behavior (i.e., women were supportive and trying to dominate men because of women’s inherent
men were hostile), significantly more players accepted inferiority. Benevolent sexism entails a paternalistic
friend requests than when the voices were counter- attitude towards women and rigid views of gender roles
stereotypical. Gray’s research (2012a,b) shows that (Glick & Fiske, 1996). In this case, women are seen as
players who allow gender, race, or ethnicity-related cues weak, precious, and incapable of accomplishing the same
to leak in networked game play are subsequently things as men, and as such should be disempowered and
targeted for harassment. Similarly, Ballard and Welch protected by men. Although research examining sexism
(in press) noted that women and lesbian, gay, bisexual, and gaming is rare, one study identified a positive
and transgender (LGBT) players were disproportion- relationship between video game use and hostile sexism
ately targeted. Two surveys have also found that men are (Fox & Potocki, in press).
more likely to be perpetrators of harassment in video Both forms of sexism have deleterious outcomes.
games than women (Ballard & Welch, in press; Fox & Prior studies found that men high in hostile sexism were
Tang, 2013). more accepting of sexual harassment, more likely to
Thus, the body of existing research demonstrates that blame the victim rather than the perpetrator, more likely
harassment is common in online gaming spaces. Men are to see harassment as harmless, and more inclined to
most likely to be perpetrators, and those perceived to sexually harass women than men low in hostile sexism
be minorities are often targeted as they do not fit within the (Begany & Milburn, 2002; Diehl et al., 2012). Russell
dominant social identity. Given that gender can often be and Trigg (2004) found that hostile sexism predicted
determined even with the limited personal cues available in tolerance of sexual harassment, whereas benevolent
networked games, women in particular seem to be targeted sexism was negatively associated with it. Based on these
(Ballard & Welch, in press; Fox & Tang, 2013; Kuznekoff findings, we expect that:
& Rose, 2013); as such, research on sexism and gendered
harassment may provide further insight. H1: Higher levels of benevolent sexism will be
associated with less harassment behavior in online
Sex Roles, Sexism, and Sexual Harassment
video games.
Research on sexual harassment originated from H2: Higher levels of hostile sexism will be associated
studies on victimization of women in the workplace with more harassment behavior in online video
(Farley, 1978). Sexual harassment is defined as unwel- games.
come sexual advances or other conduct that targets
someone based on their sex or gender, which may range
from making suggestive or discriminatory comments to
coercing someone to perform sexual acts (Pina & Other Predictors of Harassment
Gannon, 2012). Most often, sexual harassment is Social dominance orientation. Social domi-
perpetrated by men and targeting women (Pina, Gannon, nance orientation (SDO) reflects individuals’ endorse-
& Saunders, 2009; Pryor, 1987). Online sexual harass- ment of inequality among social groups, resulting in
ment is similar to its offline equivalent (Barak, 2005), prejudice and the belief in one group’s superiority over
but the perpetrator’s and victim’s identities are often other groups (Sidanius & Pratto, 1999). SDO is a
anonymous. This circumstance enables individuals with predictor of intergroup prejudice against ethnic minori-
sexual harassment proclivities to identify such oppor- ties and other denigrated groups, including women.
tunities and act upon them with little or no consequences Individuals high in SDO feel threatened if they perceive
(Ritter, 2014). In an aggressive, largely anonymous that members of a disadvantaged group are competing

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516 Tang and Fox

with them, and thus may take action to assert and would lead to more exposure to harassment, so if players
maintain their dominance (Cozzolino & Snyder, 2008; are frequently playing online games, they may normalize
Duckitt, 2006). For example, men high in SDO are more or begin perpetuating harassing behavior. Indeed, Ross
likely to harass women when the legitimacy of their and Weaver (2012) found that participants who
dominance is questioned (Maass, Cadinu, Guarnieri, & encountered antisocial interactions in a game were
Grasselli, 2003). For men, SDO may be exacerbated in a more likely to interact antisocially and to anticipate
competitive social environment such as gaming given more antisocial interaction in the future. Thus, we
the potential for one’s masculine social identity to be anticipate that:
threatened. Similarly, anyone perceived as an outsider
(based on demographic characteristics, skill level, or H4: Higher levels of game involvement will be
other behavior) may threaten the legitimacy of their associated with harassment behavior in online
gaming space as an exclusive group. video games.
Theoretically, social dominance orientation is of H5: More time spent playing video games will be
particular interest within the SIDE model. SIDE associated with harassment behavior in online
suggests that the salience of social identity, made video games.
possible via anonymity, drives the process of dein-
dividuation. Higher levels of SDO suggest not only an
adherence toward one’s social identity, but also a greater
social distance from other groups. Thus, it seems that METHOD
higher levels of SDO may increase the likelihood of
negative social behavior fostered by the process of Sample
deindividuation in online environments. IRB approval was obtained for the study from the
authors’ institution. Adult participants were recruited
H3: Higher levels of social dominance orientation through posts on video game-related online forums,
will be associated with more harassment behavior blogs, and social media. Both authors also promoted the
in online video games. survey from their personal social media accounts and
asked others to share the link. No compensation was
offered for participation. When participants followed the
Video game involvement and time spent link, they were taken to an online consent form. If
playing video games. Video game involvement is participants consented to participate, they were redir-
another factor in how players are informed in their ected to the online survey.
interactions with other players. Social identity theory, the All participants identified as men (N ¼ 425) and
framework for the SIDE model, suggests that higher represented 47 countries. The most common was the U.S.
levels of involvement with one’s group leads to a greater (representing 46.4% of the sample) followed by the
desire to identify oneself as a group member and United Kingdom (9.6%), Canada (5.4%), Germany
distinguish one’s group from other groups (Tajfel & (4%), and Sweden (3.8%). Participants ranged in age
Turner, 1979). Further, highly involved individuals are from 18 to 55 (M ¼ 23.40, SD ¼ 5.64) and reported their
more likely to engage in conflict to protect or defend their race/ethnicity as Caucasian/European/White (83.8%),
group from outgroup threats (Tajfel & Turner, 1979). Asian/Asian–American (5.2%), Latino/a (1.6%), Afri-
In gaming, many players are highly involved and can/African–American/Black (0.5%), other (1%), and
engaged with specific games as well as groups within the multiple races/ethnicities (8%).
gaming community. Involvement with games has been Participants played an average of 24.88 hr (SD ¼ 15.99)
shown to be a distinct predictor of player characteristics of video games a week. For this study, they were asked to
and behavior (e.g., Billieux et al., 2015; Peters & complete the survey based on their experiences in one
Malesky, 2008). Further, those who are highly involved game. The most frequently cited games were Defense of
with games have been shown to attack or discredit those the Ancients (DOTA) 2 (n ¼ 157), Team Fortress 2
who they perceive as a threat, such as scientists reporting (n ¼ 43), League of Legends (n ¼ 25), World of
harmful effects of games (Nauroth, Gollwitzer, Bender, Warcraft (n ¼ 13), and various iterations of Counter-
& Rothmund, 2015). Thus, we anticipate that men who Strike (n ¼ 55), Call of Duty (n ¼ 33), and Halo (n ¼ 14).
are highly involved in games may be more likely to
harass others, perhaps out of a desire to protect or defend Measures
what they perceive as their space. Social dominance orientation (SDO). Sida-
Involvement also entails socializing oneself into the nius and Pratto’s (1999) 16-item measure assessed the
game’s social norms, and spending time in the game belief that some groups of people are superior and

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Harassment in Video Games 517

entitled to more power in society. Participants indicated RESULTS


agreement on a 7-point Likert scale (1 ¼ Strongly
Correlations for all composite variables can be seen in
disagree; 7 ¼ Strongly agree) with statements such as
Table I. Ordinary least squares regressions were
“Some groups of people are simply inferior to other
conducted to examine the hypotheses. All variance
groups” and “Sometimes other groups must be kept in
inflation factor values were below 2, indicating the
their place” (M ¼ 2.63, SD ¼ 1.08; a ¼ .91).
absence of multicollinearity.
Ambivalent sexism. The Ambivalent Sexism
The proposed model predicted sexual harassment,
Inventory (ASI; Glick & Fiske, 1996) consists of two
R ¼ .43, adjusted R2 ¼ .17, F(5, 417) ¼ 18.60, p < .001.
11-item subscales that measure two aspects of sexism
Higher levels of hostile sexism, b ¼ .17, t ¼ 2.79,
against women. Hostile sexism (M ¼ 3.02, SD ¼ 1.09)
p ¼ .005, sr2 ¼ .12, and social dominance orientation,
scale items include “Women seek to gain power by
b ¼ .28, t ¼ 5.00, p < .001, sr2 ¼ .22, predicted
getting control over men” and “Women are too easily
sexual harassment in online games. Weekly game
offended.” Benevolent sexism (M ¼ 2.74, SD ¼ .91)
play, b ¼ .06, t ¼ 1.33, p ¼ .19, sr2 ¼ .06, game involve-
items include “Women should be cherished and
ment, b ¼ .02, t ¼ .39, p ¼ .70, sr2 ¼ .02, and benevolent
protected by men” and “Many women have a quality
sexism, b ¼ .01, t ¼ .28, p ¼ .78, sr2 ¼ .01, were not
of purity that men do not possess.” Participants
significant predictors.
indicated their agreement with these items on a 6-point
The proposed model also predicted general harass-
scale (1 ¼ Strongly disagree; 6 ¼ Strongly agree).
ment, R ¼ .43, adjusted R2 ¼ .19, F(5, 417) ¼ 12.95,
Cronbach’s reliability for HS was a ¼ .91 and for BS
p < .001. Higher levels of hostile sexism, b ¼ .21,
a ¼ .84.
t ¼ 3.57, p < .001, sr2 ¼ .16, social dominance orienta-
Game involvement. Participants responded to
tion, b ¼ .16, t ¼ 2.75, p ¼ .006, sr2 ¼ .12, game
three items regarding how involved, committed, and
involvement, b ¼ .09, t ¼ 2.01, p ¼ .045, sr2 ¼ .09, and
invested they were in this particular game (1 ¼ Not very;
weekly game play, b ¼ .14, t ¼ 2.97, p ¼ .003, sr2 ¼ .13,
5 ¼ Very; M ¼ 3.87, SD ¼ .83). Reliability was a ¼ .84.
predicted general harassment. Benevolent sexism was
Video game harassment behavior. Derived
not significant, b ¼ .08, t ¼ 1.77, p ¼ .08, sr2 ¼ .08.
from previous research on harassment in video game
settings (Fox & Tang, 2013, in press), participants were
DISCUSSION
asked to indicate which of two types of harassment
behavior they had performed within the selected This study found that certain personality factors and
game. Participants responded to five items (1 ¼ Never; contextual factors predict men’s harassment behavior in
5 ¼ Always) regarding their general harassment behavior online video games. Sexual harassment, including
(i.e., said curse or swear words toward another player; making sexist comments and joking about rape, was
made comments about intelligence; said general insults; predicted by social dominance orientation and hostile
made comments about others’ abilities to play; asked sexism. General harassment, such as swearing at a player
others to leave the game; M ¼ 2.27, SD ¼ .91; a ¼ .87) or insulting their intelligence or skill, was predicted by
and five items regarding their sexual harassment (i.e., social dominance orientation, hostile sexism, game
made sexist comments or insults; made comments about involvement, and weekly game play.
appearance or weight; doubted their motivations for Supporting our hypothesis and previous work (Maass
playing video games because of their gender; expressed et al., 2003; Russell & Trigg, 2004), social dominance
unsolicited liking of affection toward someone; made a orientation was related to both sexual and general
rape joke or threatened to rape; M ¼ 1.23, SD ¼ .56; harassment in online games. Given that SDO reflects the
a ¼ .83). endorsement of distinctions among social groups,

TABLE I. Zero-Order Correlations


1 2 3 4 5 6 7

VG play — .25 .14 .19 .03 .23 .14


Involvement — .01 .03 .01 .13 .04
SDO — .62 .16 .32 .40
Hostile sexism — .33 .36 .36
Benevolent sexism — .18 .11
General harassment — .58
Sexual harassment —
  
p < .05, p < .01, p  .001.

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518 Tang and Fox

assessing SDO may further enrich studies using the Exposure to media violence desensitizes individuals
SIDE model. Theoretically, it may be that higher levels towards actual violent acts and also diminishes
of SDO increase the likelihood that hostile communica- sympathy for victims (Fanti, Vanman, Henrich, &
tion will occur because these individuals feel a need to Avraamides, 2009; Funk, Bechtoldt Baldacci, Pasold, &
establish boundaries and distinguish themselves from Baumgardner, 2004; Krahe, M€oller, Huesmann, Kirwil,
outgroup members who are perceived as inferior. To Felber, & Berger, 2011). Mediated aggression and violence
examine this link, future research may measure directed toward women also leads to more callous attitudes
participants’ SDO and employ an experimental harass- towards women and desensitization towards women’s
ment paradigm such as that used by Maass et al. (2003) experiences with domestic violence and rape (Linz,
or a quasi-experimental approach such as that used by Donnerstein, & Penrod, 1988; Linz, Donnerstein, &
Kuznekoff and Rose (2013) to examine hostile Adams, 1989; Mullin & Linz, 1995). Investigating the
communication toward outgroup members. role of video game content, as well as a broader scope of
Our study also found that hostile sexism was related to media exposure, may lend more insight into the onset and
both sexual harassment and general harassment. One prevalence of harassment, both offline and online.
explanation for this finding is that we did not specifically Although our findings focused broadly on networked
ask whom participants targeted for harassment. It may be video games, it is important to note that our findings will
that sexist men target women for both types of not necessarily generalize to all types of networked
harassment. In contrast to hostile sexism, benevolent games. One limitation of this study was that we confined
sexism was not related to either form of harassment. the assessment of harassment to a single game of the
Future research may investigate other forms of unde- player’s choice. The game that participants chose may
sired behavior in online games. Benevolent sexism, for not be representative of the normal level of harassment
example, may lead players to attempt to “white knight” they engage in, observe, or experience across the games
and protect other women players. These attempts at they play. Different online games foster different
paternalistic chivalry may anger or annoy women, cultures, which may be due to game features or the
interfere with their gameplay, or reinforce stereotypes type of players involved in the specific game. Indeed,
among other players that women are not capable of several games included in this study are known for being
playing the game (Yee, 2014). Conversely, men may competitive and heavily populated by men (e.g., Call of
genuinely confront sexist or harassing behavior, but they Duty). Other research has shown gendered preferences
may be perceived as having ulterior motives (Shelton & for game genres (Quandt et al., 2014), which may make
Stewart, 2004). These social costs may dissuade men sexual harassment of women more common due to a
from intervening when they observe harassment as they hostile climate or less common simply because women
themselves could become targets of harassment or others are less likely to be observed in the environment. Other
could misconstrue the intent of their actions. contextual features may also mitigate or exacerbate
Game involvement and time spent gaming predicted harassment, such as cooperative gameplay (Velez,
general harassment, which may be due to socialization Mahood, Ewoldsen, & Moyer-Guse, 2012), aggressive
processes in many online games. This finding reflects content (Gitter, Ewell, Guadagno, Stillman, & Bau-
Ross and Weaver’s (2012) study in which participants meister, 2013; Saleem, Anderson, & Gentile, 2012), or a
who encountered antisocial behavior within a video player’s performance (Kasumovic & Kuznekoff, 2015).
game later replicated those types of behavior. It is Other variables, such as rank or status within a game,
possible that the more time players spend in these hostile should also be considered given power has been shown
online games, the more likely they are socialized into a to be an important variable in harassment and bullying
culture of harassment and begin to normalize (and (Barlett, 2015; Pryor et al., 1995). Future research
perhaps perpetrate) harassment. A recent longitudinal should investigate more structural, cultural, and contex-
survey offers some support for this possibility, as tual features of games and their relationship to
adolescents’ beliefs in the acceptability of cyberaggres- harassment.
sion predicts later cyberaggressive behavior (Wright & Additionally, as our findings suggest, individual
Li, 2013). Our findings for sexual harassment, however, differences play a large part in whether or not players
indicated that personality traits were the only predictors. harass others. Research investigating online hostility
Individuals high in SDO and hostile sexism may be should take into account trait and other individual
prone to sexually harass women across contexts, predictors that contribute to aggression. Gender role
regardless of their relationship with an existing game. orientation and identification as a gamer may provide
Another possibility is that traditional media or video further insight into applying the SIDE model to this
game content may normalize harassment behavior, context. Other predictors of cyberaggression, such as
effectively desensitizing players to its destructive nature. moral disengagement (Page & Pina, 2015; Page, Pina, &

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Harassment in Video Games 519

Giner-Sorolla, in press; Pornari & Wood, 2010), hostile study is that gamers may have recognized the purpose of
attribution bias (Pornari & Wood, 2010), and perceptions this study and underreported their harassment behavior.
of anonymity (Barlett, 2015; Ritter, 2014; Wright & Li, Despite scientific evidence to the contrary (e.g., Fox &
2013) may also explain harassment in online games. Tang, in press; Pew Research Center, 2014), men who
Because this survey used a volunteer sample recruited play may continue to endorse the idea that harassment is a
from online sites, samples drawn from other sources may harmless and acceptable behavior (Page et al., in press).
produce different results. Further, survey research is Other channels of communication about gaming, such as
limited in the conclusions that can be drawn due to the use game-related forums, Reddit threads, YouTube videos
of self-report data. Given its social undesirability, men and comments, and chat during Twitch live streams, may
may have been unwilling to report their harassing also contribute to players’ attitudes and the dismissal of
behavior (Dekker & Barling, 1998), which may explain harassment as a pernicious behavior. Future research
the small to moderate correlations observed in this study. should investigate players’ beliefs about the prevalence,
Our low means may indicate a type of floor effect for self- severity, and consequences of harassment for others as
reporting this behavior. It is possible that players who well as their exposure to myths about harassment in
frequently harass chose not to disclose this on the survey games. A recent study indicates that drawing attention to
or opted not to take the survey in the first place. Men who victims’ experiences may mitigate harassment (Diehl,
defend the hostility, trash talking, and harassment as “just Glaser, & Bohner, 2014); interventions may be similarly
part of the game,” or who recognize the socially effective in counteracting myths or incredulity about the
undesirable nature of their behavior may have deliber- impact of harassment in games.
ately underreported or avoided the survey entirely, In summary, this study has established that men’s
perhaps to protect their gamer identity (Nauroth et al., harassment behavior in online games is predicted by the
2015). Thus, it is likely that our findings underreport the same psychological factors that predict harassment in
frequency of harassment. Alternative methods, including other social contexts. Furthermore, the degree of
content analytical techniques and field experiments (Holz involvement in a game may further promote harassment,
Ivory et al., 2014; Kuznekoff & Rose, 2013), would perhaps indicating the influence that peers, game content,
provide further insight on harassment in games. and game creators have on individual players’ social
In this study, we chose to focus on men, the predominant experiences. Going forward, it is important to identify
social identity associated with gaming, given the how harassment can be managed in online environments.
predictions of the SIDE model and previous work Although there are decades of research on sexual
indicating that men perpetuate more harassment both in harassment, the rise of computer-mediated communica-
video games (Ballard & Welch, 2016; Fox & Tang, 2013) tion raises the question of whether findings in face-to-face
and in the physical world (Pina et al., 2009). Future studies environments apply, as well as how well proposed
should investigate women’s harassment behavior in online solutions derived from that research would work in an
video games, as well as how outgroup members perceive online environment. From an applied standpoint, it is
and respond to harassment behavior. Another shortcoming necessary to continue to probe the nature of harassment in
of this study is that we did not gather data on the targets of online video games to ensure that these environments are
harassment. Future research should probe who is targeted not perpetually hostile to women and minorities.
and what factors predict the targeting of specific groups.
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