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  1. Article: What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games.

    Kordyaka, Bastian / Laato, Samuli / Weber, Sebastian / Niehaves, Bjoern

    Frontiers in psychology

    2023  Volume 14, Page(s) 1193172

    Abstract: Introduction: Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on ...

    Abstract Introduction: Toxic behavior (i.e., toxicity) is a pervasive problem in online gaming communities such as League of Legends. This issue arises from factors such as frustrating and stressful in-game experiences and online disinhibition. Prior research on addressing toxicity has focused primarily on the perpetrators and how to mitigate their negative behavior and the consequences. The aim of this study was to approach toxicity from the perspective of the victims instead, and consequently, to investigate the factors that contribute to the experience of victimhood in multiplayer online battle arena games.
    Methods: A global sample of League of Legends and Defense of the Ancients 2 players (
    Results: The results of the study indicated that self-efficacy, and benign and toxic disinhibition, were the most relevant antecedents for the experience of being a victim of toxicity. Accordingly, the findings thus suggest that players with low self-efficacy and high online disinhibition may be more likely to experience victimhood in multiplayer online battle arena games. In general, insights based on our study demonstrate that individual characteristics partially explain why some players are more susceptible to toxic behavior than others.
    Discussion: The study's results have practical implications for game developers and policymakers, particularly in the areas of community management and player education. For example, game developers may consider incorporating self-efficacy training and disinhibition reduction programs into their games. Overall, this study contributes to the growing body of literature on toxicity in online gaming communities and invites further research into toxicity from the perspective of the victims.
    Language English
    Publishing date 2023-06-16
    Publishing country Switzerland
    Document type Journal Article
    ZDB-ID 2563826-9
    ISSN 1664-1078
    ISSN 1664-1078
    DOI 10.3389/fpsyg.2023.1193172
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  2. Article ; Online: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A K M Najmul / Laine, Teemu H

    Telematics and informatics

    2020  Volume 54, Page(s) 101458

    Abstract: Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow ... ...

    Abstract Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.
    Language English
    Publishing date 2020-06-26
    Publishing country United States
    Document type Journal Article
    ISSN 1879-324X
    ISSN (online) 1879-324X
    DOI 10.1016/j.tele.2020.101458
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  3. Article: Adverse consequences of emotional support seeking through social network sites in coping with stress from a global pandemic.

    Islam, A K M Najmul / Mäntymäki, Matti / Laato, Samuli / Turel, Ofir

    International journal of information management

    2021  Volume 62, Page(s) 102431

    Abstract: This study explores how using social networking sites (SNSs) to cope with stressors induced by a global pandemic (in this case, COVID-19) can have negative consequences. The pandemic has imposed particular stressors on individuals, such as the threats of ...

    Abstract This study explores how using social networking sites (SNSs) to cope with stressors induced by a global pandemic (in this case, COVID-19) can have negative consequences. The pandemic has imposed particular stressors on individuals, such as the threats of contracting the virus and of unemployment. Owing to the lockdowns and confinements implemented to limit the spread of the pandemic, SNS use has surged worldwide. Drawing on Lazarus and Folkman's theory of stress and coping, we consider COVID-19 obsession to be an adverse emotional response to the stressors brought about by the pandemic and emotional support seeking through SNS as a coping strategy. Furthermore, we identify SNS exhaustion as an adverse outcome of this form of coping. Finally, we analyze the intention to reduce SNS use as a corrective behavioral outcome to mitigate the negative effect of SNS-mediated coping. The findings indicate that: 1) the threat of the COVID-19 disease and the threat of unemployment drive COVID-19 obsession; 2) COVID-19 obsession contributes to emotional support seeking through SNS; 3) emotional support seeking through SNS exerts a positive effect on SNS exhaustion; 4) SNS exhaustion contributes to the intention to reduce SNS use. Our results advance Information Systems (IS) research by focusing on the use of Information Technology (IT) to cope with stressors that are essentially not IT-related; such research is largely absent from previous literature. Furthermore, our paper contributes to the increasing amount of literature on IT-mediated coping with stressors and reduced social media use.
    Language English
    Publishing date 2021-10-01
    Publishing country Netherlands
    Document type Journal Article
    ISSN 0268-4012
    ISSN 0268-4012
    DOI 10.1016/j.ijinfomgt.2021.102431
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  4. Article ; Online: A casino in my pocket: Gratifications associated with obsessive and harmonious passion for mobile gambling.

    Whelan, Eoin / Laato, Samuli / Islam, A K M Najmul / Billieux, Joël

    PloS one

    2021  Volume 16, Issue 2, Page(s) e0246432

    Abstract: Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is ... ...

    Abstract Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual's risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns.
    MeSH term(s) Adolescent ; Adult ; Behavior, Addictive/psychology ; Emotions ; Female ; Gambling/psychology ; Humans ; Internet Addiction Disorder/psychology ; Male ; Middle Aged ; Motivation ; Surveys and Questionnaires ; Young Adult
    Language English
    Publishing date 2021-02-24
    Publishing country United States
    Document type Journal Article
    ZDB-ID 2267670-3
    ISSN 1932-6203 ; 1932-6203
    ISSN (online) 1932-6203
    ISSN 1932-6203
    DOI 10.1371/journal.pone.0246432
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  5. Article ; Online: Impact of Online Information on Self-Isolation Intention During the COVID-19 Pandemic: Cross-Sectional Study.

    Farooq, Ali / Laato, Samuli / Islam, A K M Najmul

    Journal of medical Internet research

    2020  Volume 22, Issue 5, Page(s) e19128

    Abstract: Background: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures ... ...

    Abstract Background: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures such as social isolation. Information regarding the disease and recommended avoidance measures were distributed through a variety of channels including social media, news websites, and emails. Previous research suggests that the vast amount of available information can be confusing, potentially resulting in overconcern and information overload.
    Objective: This study investigates the impact of online information on the individual-level intention to voluntarily self-isolate during the pandemic. Using the protection-motivation theory as a framework, we propose a model outlining the effects of cyberchondria and information overload on individuals' perceptions and motivations.
    Methods: To test the proposed model, we collected data with an online survey (N=225) and analyzed it using partial least square-structural equation modeling. The effects of social media and living situation were tested through multigroup analysis.
    Results: Cyberchondria and information overload had a significant impact on individuals' threat and coping perceptions, and through them on self-isolation intention. Among the appraisal constructs, perceived severity (P=.002) and self-efficacy (P=.003) positively impacted self-isolation intention, while response cost (P<.001) affected the intention negatively. Cyberchondria (P=.003) and information overload (P=.003) indirectly affected self-isolation intention through the aforementioned perceptions. Using social media as an information source increased both cyberchondria and information overload. No differences in perceptions were found between people living alone and those living with their families.
    Conclusions: During COVID-19, frequent use of social media contributed to information overload and overconcern among individuals. To boost individuals' motivation to adopt preventive measures such as self-isolation, actions should focus on lowering individuals' perceived response costs in addition to informing them about the severity of the situation.
    MeSH term(s) Adaptation, Psychological ; Betacoronavirus ; COVID-19 ; Communicable Disease Control ; Coronavirus Infections/epidemiology ; Coronavirus Infections/prevention & control ; Coronavirus Infections/psychology ; Coronavirus Infections/transmission ; Cross-Sectional Studies ; Electronic Mail/supply & distribution ; Health Education ; Humans ; Intention ; Internet ; Motivation ; Pandemics/prevention & control ; Pneumonia, Viral/epidemiology ; Pneumonia, Viral/prevention & control ; Pneumonia, Viral/psychology ; Pneumonia, Viral/transmission ; Quarantine/psychology ; SARS-CoV-2 ; Self Care/psychology ; Self Efficacy ; Social Media/supply & distribution ; Surveys and Questionnaires
    Keywords covid19
    Language English
    Publishing date 2020-05-06
    Publishing country Canada
    Document type Journal Article
    ZDB-ID 2028830-X
    ISSN 1438-8871 ; 1438-8871
    ISSN (online) 1438-8871
    ISSN 1438-8871
    DOI 10.2196/19128
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  6. Article ; Online: Learning History with Location-Based Applications: An Architecture for Points of Interest in Multiple Layers.

    Laato, Samuli / Rauti, Sampsa / Laato, Antti / Laine, Teemu H / Sutinen, Erkki / Lehtinen, Erno

    Sensors (Basel, Switzerland)

    2020  Volume 21, Issue 1

    Abstract: Location-based applications (LBAs) capture the user's physical location via satellite navigation sensors and integrate it as part of the digital application. Because of this connection, the real-world environment needs to be accounted for in LBA design. ... ...

    Abstract Location-based applications (LBAs) capture the user's physical location via satellite navigation sensors and integrate it as part of the digital application. Because of this connection, the real-world environment needs to be accounted for in LBA design. In this work, we focused on creating a database of geographically distributed points of interest (PoIs) that is optimal for learning local history. First, we conducted a requirements elicitation study at three outdoor archaeological sites and identified issues in existing solutions. Second, we designed a multi-layered prototype solution. Third, we evaluated the solution with nine experts who had prior experience with LBAs or similar systems. We incorporated their feedback to our design to iteratively improve it. As a whole, our work contributes to the LBA design literature by proposing a solution that is optimized for the learning of local history.
    Language English
    Publishing date 2020-12-28
    Publishing country Switzerland
    Document type Journal Article
    ZDB-ID 2052857-7
    ISSN 1424-8220 ; 1424-8220
    ISSN (online) 1424-8220
    ISSN 1424-8220
    DOI 10.3390/s21010129
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  7. Article: Misinformation sharing and social media fatigue during COVID-19: An affordance and cognitive load perspective.

    Islam, A K M Najmul / Laato, Samuli / Talukder, Shamim / Sutinen, Erkki

    Technological forecasting and social change

    2020  Volume 159, Page(s) 120201

    Abstract: Social media plays a significant role during pandemics such as COVID-19, as it enables people to share news as well as personal experiences and viewpoints with one another in real-time, globally. Building off the affordance lens and cognitive load theory, ...

    Abstract Social media plays a significant role during pandemics such as COVID-19, as it enables people to share news as well as personal experiences and viewpoints with one another in real-time, globally. Building off the affordance lens and cognitive load theory, we investigate how motivational factors and personal attributes influence social media fatigue and the sharing of unverified information during the COVID-19 pandemic. Accordingly, we develop a model which we analyse using the structural equation modelling and neural network techniques with data collected from young adults in Bangladesh (
    Keywords covid19
    Language English
    Publishing date 2020-07-12
    Publishing country United States
    Document type Journal Article
    ISSN 0040-1625
    ISSN 0040-1625
    DOI 10.1016/j.techfore.2020.120201
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  8. Article ; Online: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A.K.M. Najmul / Laine, Teemu H

    Telematics and Informatics

    2020  Volume 54, Page(s) 101458

    Keywords Computer Networks and Communications ; Electrical and Electronic Engineering ; Communication ; Law ; covid19
    Language English
    Publisher Elsevier BV
    Publishing country us
    Document type Article ; Online
    ZDB-ID 2002678-X
    ISSN 0736-5853
    ISSN 0736-5853
    DOI 10.1016/j.tele.2020.101458
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  9. Article ; Online: Location-Based Games and the COVID-19 Pandemic

    Samuli Laato / Teemu H. Laine / A.K.M. Najmul Islam

    Multimodal Technologies and Interaction, Vol 4, Iss 29, p

    An Analysis of Responses from Game Developers and Players

    2020  Volume 29

    Abstract: In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been ... ...

    Abstract In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
    Keywords COVID-19 ; Pokémon GO ; behaviour ; pandemic ; location-based games ; hybrid-reality games ; Technology ; T ; Science ; Q ; covid19
    Subject code 796
    Language English
    Publishing date 2020-06-01T00:00:00Z
    Publisher MDPI AG
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  10. Article ; Online: A casino in my pocket

    Eoin Whelan / Samuli Laato / A K M Najmul Islam / Joël Billieux

    PLoS ONE, Vol 16, Iss 2, p e

    Gratifications associated with obsessive and harmonious passion for mobile gambling.

    2021  Volume 0246432

    Abstract: Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is ... ...

    Abstract Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual's risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns.
    Keywords Medicine ; R ; Science ; Q
    Language English
    Publishing date 2021-01-01T00:00:00Z
    Publisher Public Library of Science (PLoS)
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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