Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry

IF 2.4 2区 文学 Q1 COMMUNICATION
Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
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引用次数: 0

Abstract

There has been an increased focus on reducing hate, harassment, and extremist exploitation in digital games through solutions from community management, trust and safety, and design perspectives. Despite this attention, the industry lacks basic standards around these issues and efforts in this area are stymied by the ubiquity of “toxic gamer culture” and fears in the industry about discussing extremism and hate within games. Today, a patchwork of strategies and tools exist. In this study, focus groups with industry professionals were conducted to increase understanding of industry professional's perceptions of these problems and solutions. Several primary themes regarding solutions emerged: game and social system design strategies, moderation and player report strategies, and wish list solutions.
解决游戏中的毒性和极端主义问题:与电子游戏行业对话
通过从社区管理、信任和安全以及设计等角度提出解决方案,减少数字游戏中的仇恨、骚扰和极端主义剥削现象已成为越来越多关注的焦点。尽管如此,游戏行业仍然缺乏围绕这些问题的基本标准,而且由于 "有毒玩家文化 "的普遍存在以及行业内对讨论游戏中极端主义和仇恨的恐惧,这方面的努力受到了阻碍。如今,各种策略和工具拼凑在一起。在这项研究中,我们与业内专业人士进行了焦点小组讨论,以进一步了解业内专业人士对这些问题的看法和解决方案。在解决方案方面出现了几个主要的主题:游戏和社交系统设计策略、节制和玩家报告策略以及愿望清单解决方案。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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