The Effect of Avatar Characteristics and Voice Expression on Online Gaming Environments
School Name
Spring Valley High School
Grade Level
10th Grade
Presentation Topic
Behavioral Science
Presentation Type
Non-Mentored
Abstract
As cases of online gaming toxicity continue to rise, the social well-being among players of online video games is impacted negatively. As such, a method to ensure that players remain socially safe in online gaming environments must be devised to slow the progression of social toxicity and negativity among players. Previous research suggests that many cases of harassment and toxicity online, such as hate speech, are often caused by the absence of anonymity. A player may express themselves in online scenarios by using avatars, which can reflect certain racial features, as well as by using voice chatting functions. This suggests that as anonymity increases in the individual, the less prone the person is to toxicity online. The purpose of this study was to identify the relationship between anonymity and online toxicity, and the extent to which anonymity could decrease the number of negative comments from other players. Teens and young adults were surveyed regarding their positive and negative experiences with others online, as well as taking part in an experiment where three levels of anonymity (no avatar with voice, no voice with avatar, no expression) were used in League of Legends online matches. A chi-square test of independence revealed that there was no statistically significant difference (p>0.05) between the type of anonymity used and the number of negative comments received, χ² (4, N=68)=1.14, p=.888.
Recommended Citation
Doughty, David, "The Effect of Avatar Characteristics and Voice Expression on Online Gaming Environments" (2022). South Carolina Junior Academy of Science. 3.
https://scholarexchange.furman.edu/scjas/2022/all/3
Location
B&E 237
Start Date
4-2-2022 10:15 AM
Presentation Format
Oral and Written
Group Project
No
The Effect of Avatar Characteristics and Voice Expression on Online Gaming Environments
B&E 237
As cases of online gaming toxicity continue to rise, the social well-being among players of online video games is impacted negatively. As such, a method to ensure that players remain socially safe in online gaming environments must be devised to slow the progression of social toxicity and negativity among players. Previous research suggests that many cases of harassment and toxicity online, such as hate speech, are often caused by the absence of anonymity. A player may express themselves in online scenarios by using avatars, which can reflect certain racial features, as well as by using voice chatting functions. This suggests that as anonymity increases in the individual, the less prone the person is to toxicity online. The purpose of this study was to identify the relationship between anonymity and online toxicity, and the extent to which anonymity could decrease the number of negative comments from other players. Teens and young adults were surveyed regarding their positive and negative experiences with others online, as well as taking part in an experiment where three levels of anonymity (no avatar with voice, no voice with avatar, no expression) were used in League of Legends online matches. A chi-square test of independence revealed that there was no statistically significant difference (p>0.05) between the type of anonymity used and the number of negative comments received, χ² (4, N=68)=1.14, p=.888.