从回避到行动:呼吁就游戏产业中的仇恨、骚扰和极端主义开展公开对话

Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
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引用次数: 0

摘要

在过去的几十年里,数字游戏在社会联系和社区建设方面变得越来越重要。然而,使游戏成为绝佳社交空间的功能也蕴藏着毒性,包括仇恨、骚扰和极端主义意识形态的传播。尽管这些问题越来越普遍,但游戏行业却缺乏面向公众的努力来解决这些问题。其中一个特别大的障碍就是如何就这些问题展开公开对话。在这项研究中,我们与整个游戏行业的专业人士进行了焦点小组讨论,以促进他们讨论在应对游戏空间中与仇恨骚扰和极端主义意识形态相关的挑战时所看到的解决方案和障碍。我们发现了一些障碍,并为游戏行业的未来提出了可行的解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From Avoidance to Action: A Call for Open Dialogue on Hate, Harassment, and Extremism in the Gaming Industry
Over the last decades, digital games have become increasingly important for social connection and community building. However, the features that make games fantastic spaces for social connection also harbor toxicity including hate, harassment, and the propagation of extremist ideologies. Despite the growing prevalence of these issues, there has been a lack of public-facing efforts from the gaming industry to address these concerns. One roadblock in particular has been the challenge of initiating open dialogue about these topics. In this study, we conducted focus groups with professionals across the game industry to facilitate discussions about the solutions and barriers they see in addressing the challenges associated with hate harassment, and extremist ideologies in gaming spaces. Several barriers were identified, as well as actionable solutions for the industry's future.
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