The Golden Goose of Toxicity: Turning Hostility into Platform Revenue
Abstract
Toxic behavior is a problem in online gaming platforms such as League of Legends (LoL), undermining player well-being and fairness. Platforms increasingly optimize “engagement” without distinguishing between positive and negative participation. Drawing on dual-process theory, we ask when hostile interactions can become economically productive. In an explanatory sequential mixed-methods study with LoL players, Study 1 (N = 430) models how reflective, System 2 brand bonds (i.e., brand personality, brand involvement, brand engagement) and negatively valenced, System 1 reactive responses (self-reported toxic behavior) relate to in-game spending. Study 2 (N = 80) uses reflexive thematic analysis to show how players interpret, repair, and channel frustration and hostility through cosmetics, events, and progression systems. Across studies, toxic behavior is positively associated with self-reported purchases and partially transmits the association between reflective brand attachments and spending. We contribute a dual-pathways account of how governance and monetization infrastructures can fold harmful engagement into value extraction, and we outline critical design provocations for centrally governed, highly monetized platforms.
Fields of Study & Subjects
Digital Games and Media
Consumer Behavior in Brand Consumption and Identification
Media Influence and Health
Publication details
- Journal / source
- Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Pages
- 1–19
- Publication date
- 13 April 2026
- Language
- EN