Meric, Emre2026-04-042026-04-042025979-833736194-9979-833736192-5https://doi.org/10.4018/979-8-3373-6192-5.ch006https://hdl.handle.net/11411/10297This study investigates the prevalence and dynamics of hate speech in one of the multiplayer online battle arena game (MOBA) named as Mobile Legends: Bang Bang using digital ethnography. Data were collected through participant observation across 540 matches and analyzed via content analysis, yielding 267 documented instances of hate speech. Findings reveal that hate speech is pervasive and disproportionately targets women, ethnic minorities (particularly Kurds and Arabs), LGBTQ+ individuals, and people with disabilities. Hate speech was most commonly delivered through in- game chat and intensified in higher- ranked, solo matches. Player reactions were largely passive, indicating a culture of normalization. Avatar- based discrimination further demonstrated the role of digital identity in shaping hostility. These results suggest that multiplayer games reflect and reproduce broader societal biases. © 2026, IGI Global Scientific Publishing. All rights reserved.eninfo:eu-repo/semantics/closedAccessOnline SystemsBang-BangContent AnalysisDigital EthnographyDigital IdentityEthnic MinoritiesMultiplayer GamesMultiplayersNormalisationParticipant ObservationsPeople With DisabilitiesInteractive Computer GraphicsFrom Competition to Conflict: Hate Speech in Multiplayer Online Battle Arena Games (MOBAs)Book Chapter2-s2.0-10501594203710.4018/979-8-3373-6192-5.ch006189N/A159