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Article
Publication date: 6 March 2017

Sheng Wu, Tung-Ching Lin and Jou-Fan Shih

The purpose of this paper is to integrate psychological dimension, social dimension, and environmental dimension – six internet psychological characteristics (dissociative…

2444

Abstract

Purpose

The purpose of this paper is to integrate psychological dimension, social dimension, and environmental dimension – six internet psychological characteristics (dissociative anonymity, invisibility, asynchronicity, solipsistic introjection, dissociative imagination, and minimization of status and authority), deindividuation, social influence (subjective norm and descriptive norm), and containment theory (inner containment and outer containment) – to propose an innovative model which can make up for deficiencies in previous studies of the toxic online disinhibition effect.

Design/methodology/approach

On the basis of 530 valid responses collected from an online survey questionnaire, partial least squares technology was used to examine the research model.

Findings

The result shows that dissociative anonymity has a significant impact on deindividuation and toxic disinhibition. In addition, asynchronicity and dissociative imagination have a direct effect on toxic disinhibition. Besides, in social influence, the authors found that subjective norm is a stronger predictor of toxic disinhibition than descriptive norm. Moreover, in containment theory, the result shows that inner containment can effectively reduce toxic disinhibition but not outer containment.

Originality/value

This study can provide academics and practical side empirical evidence as to what factor would cause toxic disinhibition and provides an innovative view regarding the relationship between social influence and containment theory on toxic disinhibition.

Details

Information Technology & People, vol. 30 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 6 October 2023

Caroline S.L. Tan

The purpose of this study is to examine how the constructs of false self, preference for online social interaction (POSI), compulsive internet use (CIU), and online disinhibition

Abstract

Purpose

The purpose of this study is to examine how the constructs of false self, preference for online social interaction (POSI), compulsive internet use (CIU), and online disinhibition affect social withdrawal in a social media context. The mediating effects of moral disengagement and cyber aggression are also tested.

Design/methodology/approach

Data were collected using an online survey (n = 533) from consumers in Japan. This study used structural equation modeling and PROCESS to examine the proposed relationships.

Findings

The study revealed that false self positively affects moral disengagement while online disinhibition positively affects cyber aggression and moral disengagement. Preference for online social interaction and compulsive internet use both positively impacts social withdrawal. Cyber aggression and moral disengagement were established mediators between false self/ Preference for online social interaction/ compulsive internet use/ online disinhibition and social withdrawal.

Research limitations/implications

Although restricted to cyberaggression, owing to the reciprocal relationship between cyber victimization and cyberaggression, cyber victimization can be included for further study. This study expands the understanding of social withdrawal within the context of social media.

Practical implications

Based on the findings, policies and programs that address mental health that build self-esteem, self-confidence and reduce anxiety ought to be undertaken. Managing and formulating guidelines on anonymity should also be taken into consideration.

Originality/value

This research demonstrates the crucial constructs that affect social media users negatively from the aspects of cyberaggression, moral disengagement and social withdrawal. It also establishes the importance of mental health in reducing adverse effects from social media.

Book part
Publication date: 11 June 2021

Tommy K. H. Chan

The proliferation of social networking sites (SNSs) has drawn attention to different parties in realising their goals. Advertisers utilise SNSs to promote new products and…

Abstract

The proliferation of social networking sites (SNSs) has drawn attention to different parties in realising their goals. Advertisers utilise SNSs to promote new products and services; politics optimise SNSs to gather support from the public, while ordinary users use SNSs as a unique platform to practice self-disclosure, develop networks, and sustain relationships. This study explores how social anxiety affects self-disclosure on SNSs and well-being. It also examines the moderating effects of two contextual factors, namely, online disinhibition and psychological stress. Two hundred and thirty-four valid responses were collected via an online survey. A positive relationship between social anxiety and self-disclosure, and self-disclosure and well-being was found. Furthermore, a positive moderation effect among social anxiety, online disinhibition, and self-disclosure was revealed. This research contributes to the development of social networking literature. It also enhances the understanding of disclosure patterns on SNSs among socially anxious individuals, thereby providing important insights for practitioners, educators, and clinicians.

Details

Information Technology in Organisations and Societies: Multidisciplinary Perspectives from AI to Technostress
Type: Book
ISBN: 978-1-83909-812-3

Keywords

Article
Publication date: 14 April 2020

Bastian Kordyaka, Katharina Jahn and Bjoern Niehaves

Toxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to…

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Abstract

Purpose

Toxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhibition effect) to explain toxic behavior and propose a unified theory of toxic behavior.

Design/methodology/approach

In total, 320 respondents participated in a questionnaire study. This study analyzes the data with covariance-based statistics (i.e. regression analysis and structural equation modelling), and the approach is twofold. First, the hypotheses of three theories are disjunctively tested. Second, a unified theory of toxic behavior is proposed.

Findings

The results of this study indicate that online disinhibition best explains toxic behavior, whereby toxic behavior victimization, attitude, and behavioral control also play an important role.

Research limitations/implications

The findings of this study offer an opportunity to better understand a contemporary and especially meaningful form of negative behavior online.

Practical implications

To maintain revenue and popularity, the computer game industry can use the findings of this study to prevent and better address toxic behavior and its negative consequences.

Originality/value

Toxic behavior among video game players is a relatively new and unexplored phenomenon; therefore, this study makes a valuable contribution to the research field by testing the explanatory power of three theoretical approaches and proposing a unified theory of toxic behavior.

Details

Internet Research, vol. 30 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 22 October 2020

Christy M.K. Cheung, Randy Yee Man Wong and Tommy K.H. Chan

Online disinhibition is one of the key factors leading to the occurrence of cyberaggression, cyberbullying and various forms of deviant behaviors in the online environment. To…

2044

Abstract

Purpose

Online disinhibition is one of the key factors leading to the occurrence of cyberaggression, cyberbullying and various forms of deviant behaviors in the online environment. To understand the composition of online disinhibition, this study aims to conceptualize online disinhibition and develop a measurement instrument for online disinhibition.

Design/methodology/approach

We followed a rigorous procedure to develop and validate the multidimensional instrument of online disinhibition in three phases: item generation, measurement development and instrument testing.

Findings

We developed a 23-item online disinhibition scale and identified six key dimensions: dissociative anonymity, invisibility, asynchronicity, solipsistic introjections, dissociative imagination and minimization of authority.

Practical implications

The online disinhibition instrument is an accessible and easily administered measure that can be used as a checklist for systems designers and administrators to evaluate the level of online disinhibition among users. It offers systems design information on how to prevent and combat online deviant behaviors on platforms.

Originality/value

This work provides a rich conceptualization of an online disinhibition instrument that can serve as a springboard for future work to understand online deviant behaviors. The newly developed measurement instrument of online disinhibition also adds to the repository of rigorous research scales in this area.

Article
Publication date: 14 September 2022

Tyler Hancock, Frank G. Adams, Michael Breazeale, Jason E. Lueg and Kevin J. Shanahan

The authors provide an example of a group of online shoppers exploiting a pricing mistake and exploring the drivers of predatory shopping that may harm online retailers. This…

Abstract

Purpose

The authors provide an example of a group of online shoppers exploiting a pricing mistake and exploring the drivers of predatory shopping that may harm online retailers. This paper aims to examine the role of social vigilantism, proactivity and self-presentation in driving individual predatory shopping behaviors and delivers a broader understanding of how these behaviors develop in online communities.

Design/methodology/approach

The authors use a mixed-methods sequential research model. In Study 1, the authors explore predatory shopping by using a netnographic textual approach to analyze an online forum engaging in predatory shopping. In Study 2, the authors empirically analyze the uncovered conceptual findings using the PROCESS macro.

Findings

Customers who engage in predatory shopping online exhibit social vigilantism when communicating their views to others and proactively seeking out pricing mistakes and opportunities. Customers engaging in predatory shopping adapt their presentation online to increase their chances of success; this effect is strengthened by the online disinhibition effect.

Practical implications

Predatory shoppers can actively seek out pricing mistakes online, encourage participation and exploit mistakes by adapting their self-presentation. Therefore, online retailers should be proactive and consistent when communicating with customers and collaborating to deter predatory shopping. In addition, online retailers should focus on building advocates in communities to prevent harm from predatory shoppers online.

Originality/value

Online predatory shopping is explored qualitatively and quantitatively to understand the propensities that can drive predatory behavior and provide warning signs for online retailers. In addition, the effects of predatory shopping drivers are analyzed in the presence of the online disinhibition effect.

Details

Journal of Consumer Marketing, vol. 39 no. 7
Type: Research Article
ISSN: 0736-3761

Keywords

Article
Publication date: 3 August 2021

Bastian Kordyaka and Björn Kruse

The purpose of this paper is to investigate toxic behaviour (TB) that significantly harms individuals’ gameplay experience in multiplayer online video games. Multiplayer online

Abstract

Purpose

The purpose of this paper is to investigate toxic behaviour (TB) that significantly harms individuals’ gameplay experience in multiplayer online video games. Multiplayer online video games allow to simultaneously interact with others in real time. They can be considered as digital communities unifying a group of players within a video game. TB is characterized by spreading a bad mood (e.g. upsetting and insulting) leading to unsatisfying outcomes in team-based multiplayer environments.

Design/methodology/approach

Using mixed methods, the authors show that handling TB should be addressed more firmly on a level of game design. First, the authors test the explanatory power of the online disinhibition effect (ODE) and its antecedents on TB using a quantitative survey (N = 320) and structural equation modelling. Specifically, the authors show that dissociative anonymity, asynchronicity, solipsistic introjection, dissociative imagination and minimization of authority have a mediated effect through toxic disinhibition as predictors of TB. Second, the authors conduct a focus group workshop (N = 10) with experts from diverse disciplines to derive design principles on a level of game design.

Findings

The results indicate that transparency and imminent feedback are still underutilized elements in game design that can significantly buffer several forms of TB. By developing a heuristic prototype and exemplary design principles in subsequent categories, the authors address all relevant in-game scenarios. With this study, the authors provide researchers and practitioners helpful insights on how to increase the well-being and safety of gaming communities.

Originality/value

ODE already showed its explanatory potential in the neighbouring context of cyberbullying. Embedded in theories of negative behaviour on the internet, the authors propose a holistic and theory-driven approach to handle TB on a level of game design. The authors’ insights allow for a better understanding of an innovative entity of the dark side of technology diffusion and adverse side effects linked to it.

Book part
Publication date: 23 February 2016

Ciaran Devlin and Anne Holohan

This study uses the ‘Dragon Age’ series by BioWare as a case study to examine the impact of video game player diversity on the inclusion of Lesbian, Gay, Bisexual and Transgender…

Abstract

Purpose

This study uses the ‘Dragon Age’ series by BioWare as a case study to examine the impact of video game player diversity on the inclusion of Lesbian, Gay, Bisexual and Transgender (LGBT) content in mainstream games. It explores the degree to which the perception of video games as ‘hegemonically masculine and heteronormative’ accurately reflects gamers’ own experiences.

Methodology/approach

The study is based on an online survey in the Dragon Age community forum, including open-ended qualitative questions.

Findings

The main findings show that male and female respondents widely believed in the presence of heterosexual (male) privilege within gaming culture at large. However, respondents’ own personal views and experiences demonstrated that they largely accept the inclusion of LGBT content in games. Finally, respondents showed considerable ‘disinhibition’ when it came to experimenting with sexuality and sexual identity in video games as compared to in real life.

Research limitations/implications

This was a small exploratory study and was limited by its size and a possible self-selection bias.

Originality/value

The findings indicate that gender diversity, diversity of sexualities and acceptance of LGBT content are all greater than previously thought. Moreover, role-playing games are fertile ground for experimentation with sexual identities among gamers. These results call for more research in this area.

Details

Communication and Information Technologies Annual
Type: Book
ISBN: 978-1-78560-785-1

Keywords

Article
Publication date: 5 March 2014

Jo Bell

The internet plays an important role in the lives of self-harming and suicidal young people yet little is known about how internet use influences this behaviour. The purpose of…

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Abstract

Purpose

The internet plays an important role in the lives of self-harming and suicidal young people yet little is known about how internet use influences this behaviour. The purpose of this paper is to examine the evidence base with a view to determining directions for future research and practice.

Design/methodology/approach

Literature relating to self-harming and suicidal behaviour, young people, and the internet is reviewed with a focus on content and methodology.

Findings

The internet provides access to: “how-to” descriptions of suicide; unregulated/illegal online pharmacies; forums to spread this information; access to others seeking to end their own lives. Such sites are believed to elevate risk amongst vulnerable individuals. Conversely, the internet provides access to intervention and prevention activity, online support groups, advice, and personal chat. These can be a key resource in helping young people. There is a lack of consensus on what constitutes harmful and helpful online exchange, often evidenced in disparity between the perceptions of professionals and users.

Research limitations/implications

Research is needed to map out a more accurate picture of suicide and self-harm resources on the internet and to establish a consensus about what constitutes harmful and helpful exchange. This needs to be based on: a comprehensive and informed range of search terms; a clear distinction between types of resource; a clear and consistent rationale for distinguishing and categorizing sites; a systematic replicable methodology for plotting the scope, content, accessibility, and popularity of web resources at a given point in time; the views of young people who use these sites, as well as practitioners and professionals.

Practical implications

Practitioners need to: regularly assess the quantity, quality, and nature of self-harm/suicide focused internet use amongst service users; be aware of which sites are most appropriate for particular individuals; promote sites directed at young people that enhance effective coping. Professional mental health organizations need to find ways of ensuring that: they are consistently well represented amongst search results online; sites are readily accessible; more practitioners are trained in text-based communications.

Originality/value

This paper offers a framework and rationale for future research and for those involved in service provision, policy, and practice.

Details

Mental Health Review Journal, vol. 19 no. 1
Type: Research Article
ISSN: 1361-9322

Keywords

Article
Publication date: 3 January 2023

Abdullah Oguz, Nikhil Mehta and Prashant Palvia

This study aims to develop a unified theoretical framework that presents a cohesive picture of workplace cyberbullying to better understand the interplay between cyberbullying…

Abstract

Purpose

This study aims to develop a unified theoretical framework that presents a cohesive picture of workplace cyberbullying to better understand the interplay between cyberbullying, its effects on organizations and organizational controls enacted to contain these effects.

Design/methodology/approach

The study conducts a theoretical review of the workplace cyberbullying literature between 2005 and 2021 drawing upon existing literature and two important theories, the routine activities theory and control theory. The final sample of 54 empirical papers represents a comprehensive body of literature on cyberbullying published across various disciplines.

Findings

A theoretical model of workplace cyberbullying is developed, which highlights major antecedents to workplace cyberbullying and its impact on individual employees as well as organizations.

Originality/value

As firms increasingly rely on information and communication technologies (ICTs), the misuse of ICTs in the form of cyberbullying is also increasing. Workplace cyberbullying severely hurts an organization’s employees and compromises the efficacy of its information systems. Fortunately, various controls can be utilized by firms to minimize workplace cyberbullying and its attendant costs. In all, eleven propositions are offered, providing a robust agenda for future research. The authors also offer insights for practitioners on how to minimize cyberbullying in the workplace and its damaging effects.

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