A survey of more than 2,200 US gamers reveals that online behavior has worsened.
As is well known, social media can be a minefield. Statements out of context, retouched images, bland opinions and individual ‘likes’ can become the spark of a huge controversy, sometimes, excessive and radical. Perhaps it is this constant connectivity, or a sum between the anonymity of the Internet and the urge to publish without thinking, but it is clear that people’s behavior changes when they are online. And, as a consequence in the field of video games, the percentage of bullying has increased women, African Americans and Asians during an online game.
83% of adults admit to having been harassed in online games; in the case of adolescents, 60%These are the most general conclusions of the last poll of the ADL in this regard, a company specialized in surveys to find out various sensations in society. This investigation has been carried out with the responses of 2,200 people from EE.UU., who in turn understand up to the age of 45 and play video games online. Among the sample, 550 people are between 13 and 17 years old. In general terms, and putting it all in numbers, 83% of adults have admitted having been harassed in online games sometime in the last 6 months, something that has also experienced the 60% of adolescents.
However, the survey shows that there are groups more affected than others. In this sense, 49% of the women in the sample have suffered some kind of harassment in the video game online, which is up from 41% in last year’s survey. Something that is also perceived in other groups such as the african american players, that 42% of them have been harassed in the same circumstances (31% last year), and asian players, with 38% of affirmative answers (26% last year).
On the other hand, the respondents also speak of their experience with practices such as ‘doxing’, when private information is made public, or ‘swatting’, which happens when the emergency services are notified by someone in an unfounded way. Within this, the number of players who have suffered both situations have increased to 22% in the case of ‘doxing’ and 20% in that of ‘swatting’. In the previous year’s survey, these figures were at 13% and 12%.
Valorant and Call of Duty are the two titles that most players have abandoned due to harassment in online gamingAs for specific video games, there are players whose experiences in online games have forced them to abandon that title forever. According to the survey data, this phenomenon is especially observed in Valorant and Call of Duty, where 42% of those surveyed who play or played both games admit having started to be more careful when playing online or, directly, they have abandoned it.
In conclusion, the ADL proposes some measures for video game developers. In your view, studies should publish regular and transparent reports on harassment in their communities, with the aim of introducing moderation practices. In addition, the company in charge of the survey considers that the explosion of complaints about harassment and discrimination in video game work environments could be helping to normalize unacceptable attitudes that end up being reflected in the online game.
In this sense, it should be noted that cases such as Activision-Blizzard, which has been denounced multiple times by discrimination in their offices, has already reached the ears of a US government agency, something that also it has been perceived in other companies as Paradox.
More about: Harassment, Discrimination, Survey and Videogames.