How Do Online Multiplayer Video Games Shape Teenagers’ Sense of Social Identity and Belonging within Gaming Communities? An Ethical Perspective
DOI:
https://doi.org/10.54097/afg33a45Keywords:
Online Multiplayer Games, Cyberbullying, Toxic Behaviors, Free-to-Play Games, Teenagers' Well-beingAbstract
The rise of online multiplayer video games has significantly shaped the social experiences of teenage players, especially within the context of their sense of social identity and belonging. This paper explores the ethical implications of such games, highlighting the negative influences they may have on teenagers. It examines the prevalence of cyberbullying, toxic behaviors, and the financial involvement in free-to-play (F2P) games, particularly focusing on how these factors impact the well-being of young gamers. Cyberbullying, which thrives in the online gaming environment, can lead to long-term psychological harm, while toxic behaviors within gaming communities foster a hostile atmosphere, impeding social interaction and personal development. Additionally, the monetization strategies employed by F2P games, such as loot boxes and in-game purchases, can induce gambling-like behaviors among teens, exacerbating social inequality and fostering addictive tendencies. The paper concludes with recommendations for industry-wide changes, including better moderation, ethical monetization practices, and educational initiatives to promote responsible gaming, ultimately creating a safer and more supportive environment for teenage players.
Downloads
References
[1] Barnett, J., & Coulson, M. (2010). Virtually Real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167–179. https://doi.org/10.1037/a0019442
[2] Donner, F. (2024). Structures that tilt: Understanding “toxic” behaviors in online gaming. New Media & Society. https://doi.org/10.1177/14614448241270446
[3] King, D. L., & Delfabbro, P. H. (2018). Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures. International Journal of Mental Health and Addiction, 17(1), 166–179. https://doi.org/10.1007/s11469-018-0009-3
[4] Kordyaka, B., & Kruse, B. (2021). Curing toxicity – developing design principles to buffer toxic behaviour in massive multiplayer online games. Safer Communities, 20(3), 133–149. https://doi.org/10.1108/sc-10-2020-0037
[5] Kutner, L. A., Olson, C. K., Warner, D. E., & Hertzog, S. M. (2007). Parents’ and sons’ perspectives on video game play. Journal of Adolescent Research, 23(1), 76–96. https://doi.org/10.1177/0743558407310721
[6] Teenagers are fueling a competitive gaming tidal wave. (2018, March 9). www.washintonpost.com. https://www.washingtonpost.com/news/sports/wp/2018/03/09/teenagers-are-fueling-an-e-gaming-tidal-wave/
[7] Sun, X., Yu, V., & Chen, V. H. H. (2024). Toxic behavior in multiplayer online games: the role of witnessed verbal aggression, game engagement intensity, and social self-efficacy. Chinese Journal of Communication, 1–19. https://doi.org/10.1080/17544750.2024.2425662
[8] Zendle, D. I., & Cairns, P. A. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS ONE, 13(11), e0206767. https://doi.org/10.1371/journal. pone.0206767
[9] Zhang, W., Huang, S., Lam, L., Evans, R., & Zhu, C. (2022). Cyberbullying definitions and measurements in children and adolescents: Summarizing 20 years of global efforts. Frontiers in Public Health, 10. https://doi.org/10.3389/ fpubh.2022. 1000504
Downloads
Published
Issue
Section
License
Copyright (c) 2025 International Journal of Education and Humanities

This work is licensed under a Creative Commons Attribution 4.0 International License.







