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.

Location

B&E 237

Start Date

4-2-2022 10:15 AM

Presentation Format

Oral and Written

Group Project

No

COinS
 
Apr 2nd, 10:15 AM

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.