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Dark Participation in Games

With the advent of digital games came the advent of gamer cultures and identities. A “gamer” became a new social first for the group of individuals who played video games (primarily in arcades) in the late 1970’s. Over time, however, gamer cultures have grown into what is largely discussed as “toxic...

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Detalles Bibliográficos
Autor principal: Kowert, Rachel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7683775/
https://www.ncbi.nlm.nih.gov/pubmed/33244307
http://dx.doi.org/10.3389/fpsyg.2020.598947
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author Kowert, Rachel
author_facet Kowert, Rachel
author_sort Kowert, Rachel
collection PubMed
description With the advent of digital games came the advent of gamer cultures and identities. A “gamer” became a new social first for the group of individuals who played video games (primarily in arcades) in the late 1970’s. Over time, however, gamer cultures have grown into what is largely discussed as “toxic cultures,” and come to become more associated with exclusion than inclusion if you don’t fit a certain mold. Despite its prevalence, deviant behaviors in games as a subject of academic study is a confusing space, with different researchers using different criteria to describe the same things. This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings. It is critical to establish a shared language about what these behaviors are in order to effectively understand and combat them.
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spelling pubmed-76837752020-11-25 Dark Participation in Games Kowert, Rachel Front Psychol Psychology With the advent of digital games came the advent of gamer cultures and identities. A “gamer” became a new social first for the group of individuals who played video games (primarily in arcades) in the late 1970’s. Over time, however, gamer cultures have grown into what is largely discussed as “toxic cultures,” and come to become more associated with exclusion than inclusion if you don’t fit a certain mold. Despite its prevalence, deviant behaviors in games as a subject of academic study is a confusing space, with different researchers using different criteria to describe the same things. This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings. It is critical to establish a shared language about what these behaviors are in order to effectively understand and combat them. Frontiers Media S.A. 2020-11-10 /pmc/articles/PMC7683775/ /pubmed/33244307 http://dx.doi.org/10.3389/fpsyg.2020.598947 Text en Copyright © 2020 Kowert. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Kowert, Rachel
Dark Participation in Games
title Dark Participation in Games
title_full Dark Participation in Games
title_fullStr Dark Participation in Games
title_full_unstemmed Dark Participation in Games
title_short Dark Participation in Games
title_sort dark participation in games
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7683775/
https://www.ncbi.nlm.nih.gov/pubmed/33244307
http://dx.doi.org/10.3389/fpsyg.2020.598947
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