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Second life trolls
Second life trolls







second life trolls

Types of trolling included griefing, sexism/racism, and faking/intentional fallacy. Frequent trolls were significantly younger and male. Results showed that trolls tended to play longer gaming sessions. Using an online survey, a self-selected sample of 125 gamers participated in the study. The main aims of the study were to examine the: (i) frequency of trolling, (ii) type and reasons for trolling, and (iii) the effects trolling may have on self-esteem. The paper concludes that future research should look in detail at the different character types of internet troller and how these affect the way so called ‘trolls’ are represented in the media and the effect this has on the attitude towards young internet users and trollers in general.ĭespite the increased incidence of trolling within online gaming environments, very little psychological research has been conducted beyond the fact that it exists.

second life trolls

In the case of ‘trolls’, they show a darker, sinister and transgressive side of cyberspace in the form of abuse and vitriol (i.e., anonymous trolling). A review of different media headlines finds that whether or not a story is portrayed in newspapers, online, or on television, the media will use a variety of ways to convey their messages. This paper discusses the history of trolling in the context of mass media, specifically ‘classical trolling’ and ‘Anonymous trolling’. These platforms are explored in detail in this paper in relation to the moral panics around ‘internet trolling’. There is a general trend amongst mass media organisations around the world towards concentration of the visual, written and audio packaging and of newspapers, websites and television as channels of information. Theoretical implications for future trolling research are also discussed. Trolling also appears to be a cyclical, self-perpetuating phenomenon enabled by the online community at large. Three key motivations to troll emerged: personal enjoyment, revenge, and thrill-seeking. After performing semi-structured interviews with 22 self-confessed trolls, we found that there is a variety of behaviours trolls consider trolling which can now be put in clear categories based on target and method. In order to shed further light on this phenomenon, the present study aimed to (1) determine which behaviours actual trolls consider as trolling, (2) explore the motivations behind trolling, and (3) examine the online community’s response to trolling as perceived by the troll. Trolling is a subject of apparent academic confusion the few studies conducted thus far yielded a variety of conflicting definitions regarding what constitutes trolling behaviour and little information regarding trolling motivations. We aim to bring more insight into persuasive games literature by discussing the implications of this study. All five of the types of trolling were successfully represented in an immersion-neutral but realistic setting. Even though self-reports did not show a change in awareness and knowledge acquisition by playing the game, participants had a more negative perception of toxic trolling after the gameplay.

second life trolls second life trolls

We collected data via an online questionnaire (N = 111) to have a descriptive view at the results. To observe the influence of a trolling game that we designed as a tool for raising awareness about toxic behavior, we applied a single-group pre-test and post-test design in a quantitative manner. In this study, we focus on a persuasive game that portrays toxic online behaviors, often considered as trolling: spamming, flaming, trash-talking, misdirection and using offensive language. In recent years, games have become actors that support social and political change by raising awareness, i.e., persuasive games. The use of video games for purposes other than entertainment has become an appealing area of research.









Second life trolls