The Landscape of Sexual Harm in the Video Game, Streaming, and Esports Community.

IF 2.6 3区 心理学 Q1 CRIMINOLOGY & PENOLOGY
Oliver J Merry, Kate C Whitfield
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Abstract

While sexual harm has been studied across a range of contexts, it has not yet been considered within the video game, streaming, and esports community. This study aimed to explore the landscape of sexual harm in this community, specifically, where it has been committed by esports professionals and video game live streamers. Fifty-five victim statements were extracted from online sources (such as Twitter/X and Reddit) and coded into variables relating to offender and victim demographics, offense characteristics, the offense process, and platform(s) used. Descriptive statistics were generated for each variable and Fisher's exact tests were conducted to examine the differences between adult-on-adult and adult-on-child cases. The findings reveal diverse offense outcomes across the sample, ranging from rape to sexual communication with a child. Some offense patterns can be seen in wider sexual offending literature, such as pre-offense alcohol consumption, offending against incapacitated victims (e.g., sleeping), and offending within an established romantic relationship. However, several offense process characteristics unique to the video gaming community were identified. These included offenders using their position of fame within the community to access victims and bypass the need for other coercive behaviors. Online offenses were more common with children and offenders demonstrated a preference for "live" methods, such as voice chat and video calling, rather than instant messaging or sharing images of themselves. This limits the digital evidence left behind and indicates the offenders' greater technological literacy. The study's findings shed light on the sexual harm that exists within this previously unexplored context and highlight areas where esports organizations, live-streaming platforms, and educational providers can do more to safeguard players, fans, and viewers in this community.

电子游戏、流媒体和电子竞技界的性伤害状况。
虽然性伤害的研究范围很广,但在视频游戏、流媒体和电子竞技社区中,性伤害还未被考虑在内。本研究旨在探索这一群体中的性伤害情况,特别是电竞专业人员和视频游戏直播者所实施的性伤害。研究人员从在线资源(如 Twitter/X 和 Reddit)中提取了 55 份受害者陈述,并将其编码为与犯罪者和受害者人口统计学、犯罪特征、犯罪过程和所用平台相关的变量。对每个变量进行了描述性统计,并进行了费雪精确检验,以检查成人对成人和成人对儿童案件之间的差异。研究结果显示,样本中的犯罪结果多种多样,从强奸到与儿童进行性交流,不一而足。一些犯罪模式可以在更广泛的性犯罪文献中看到,如犯罪前饮酒、对无行为能力的受害者(如熟睡者)实施犯罪,以及在已建立的恋爱关系中实施犯罪。然而,我们也发现了一些电子游戏社区特有的犯罪过程特征。其中包括犯罪者利用他们在社区中的名气地位来接近受害者,并绕过其他胁迫行为的需要。网上犯罪更常见于儿童,犯罪者更倾向于 "现场 "方式,如语音聊天和视频通话,而不是即时通讯或分享自己的图像。这限制了留下的数字证据,并表明罪犯具有更高的技术素养。研究结果揭示了在这一以前未曾探索过的环境中存在的性伤害,并强调了电竞组织、直播平台和教育提供者可以在哪些方面做得更多,以保护这一社区的玩家、粉丝和观众。
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来源期刊
CiteScore
6.20
自引率
12.00%
发文量
375
期刊介绍: The Journal of Interpersonal Violence is devoted to the study and treatment of victims and perpetrators of interpersonal violence. It provides a forum of discussion of the concerns and activities of professionals and researchers working in domestic violence, child sexual abuse, rape and sexual assault, physical child abuse, and violent crime. With its dual focus on victims and victimizers, the journal will publish material that addresses the causes, effects, treatment, and prevention of all types of violence. JIV only publishes reports on individual studies in which the scientific method is applied to the study of some aspect of interpersonal violence. Research may use qualitative or quantitative methods. JIV does not publish reviews of research, individual case studies, or the conceptual analysis of some aspect of interpersonal violence. Outcome data for program or intervention evaluations must include a comparison or control group.
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