Drawing on psychology literature in the intersection of impression management and social presence, we examine the potential of identity-communicating artifacts for managing toxic online disinhibition. Multiplayer online games are chosen as the research context where online disinhibition behavior is pervasive at all times. Gamer history and synchronous voice chat are suggested to construct and communicate identity. We hypothesize the influence of these IT artifacts on social presence, enjoyment, and toxic online disinhibition. By analyzing primary survey and participatory observation data, we validated the hypotheses. The results verified the promising role of identity-communicating IT features in managing toxic online behaviors. The paper proposes a mechanism for understanding underlying online gamers’ behavior and provides implications for designing multi-player games and managing online gaming communities.
Kim, Hyerin and Chang, Younghoon, "Managing Online Toxic Disinhibition: The Impact of Identity and Social Presence" (2017). SIGHCI 2017 Proceedings. 1.