Toxic behavior remains an urgent challenge in online multiplayer games, but less is known about how toxicity compares across genres and which elements are associated with it in a cross-genre sample. To address these gaps, we conducted an explanatory sequential mixed-methods study. Study 1 compared seven genres (MOBA, Battle Royale, Shooter, MMORPG, Sports, Fighting, Sandbox) among players (N = 243). It found that toxic behavior was more prevalent in competitive, team-based genres and correlated positively with the game elements leaderboards and levels, but negatively with quests. Study 2 (N = 72), a follow-up study with participants from Study 1, invited via Prolific IDs and quotas by genre, used reflexive thematic analysis to construct six cultural dilemmas that redefine toxic behavior as a negotiated practice. \rev{By integrating statistical mapping and cultural interpretation, we synthesize four actionable design patterns: Voluntary Interdependence, Normalize Respect, Balance Competition, and Shared Goals. We contribute (1) a cross-genre map of toxic behavior, (2) statistical associations between specific game elements and toxicity, and (3) four actionable design patterns for healthier multiplayer communities.
ACM CHI Conference on Human Factors in Computing Systems