Lindsey Darvin , Cheryl Gray , Thomas Baker , Janelle Wells , John Holden
{"title":"开发游戏中的敌意和包容量表(HIGS):基于性别的分析","authors":"Lindsey Darvin , Cheryl Gray , Thomas Baker , Janelle Wells , John Holden","doi":"10.1016/j.techsoc.2024.102711","DOIUrl":null,"url":null,"abstract":"<div><div>Electronic gaming is one of the fastest growing segments of the sports, entertainment, and technology industries. While the electronic nature of the industry offers many advantages, electronic platforms create psychological distance between players and perceived anonymity conducive to cyberbullying and cyber incivility, especially for those who do not identify as cis-gender men/boys. Therefore, there is an increasing need to establish credible and reliable tools to measure cultures of hostility, toxicity, and inclusion in electronic gaming. Consequently, the current study resulted in the development of the first known rigorous quantitative examination of hostility and inclusion in gaming, the HIGS. A five-stage process involving three samples (Sample 1 <em>N</em> = 150, Sample 2 <em>N</em> = 157, Sample 3 <em>N</em> = 246) was utilized. The results of this study led to the development of the HIGS with five distinct factors (gender/genre zoning and access discrimination, hegemonic masculinity, harassment/treatment discrimination, stereotypes and stigmas, and imposter syndrome). Several implications are outlined with a specific focus on how organizations, leagues, and teams can seek to implement the scale to better gauge their culture of inclusion for a variety of groups. The HIGS was designed to be applied across all gaming types and the subsequent results can inform all aspects of gaming policy and decision-making. The full scale is provided within the appendix.</div></div>","PeriodicalId":47979,"journal":{"name":"Technology in Society","volume":"79 ","pages":"Article 102711"},"PeriodicalIF":10.1000,"publicationDate":"2024-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Development of the hostility and inclusion in gaming scale (HIGS): A gender-based analysis\",\"authors\":\"Lindsey Darvin , Cheryl Gray , Thomas Baker , Janelle Wells , John Holden\",\"doi\":\"10.1016/j.techsoc.2024.102711\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Electronic gaming is one of the fastest growing segments of the sports, entertainment, and technology industries. While the electronic nature of the industry offers many advantages, electronic platforms create psychological distance between players and perceived anonymity conducive to cyberbullying and cyber incivility, especially for those who do not identify as cis-gender men/boys. Therefore, there is an increasing need to establish credible and reliable tools to measure cultures of hostility, toxicity, and inclusion in electronic gaming. Consequently, the current study resulted in the development of the first known rigorous quantitative examination of hostility and inclusion in gaming, the HIGS. A five-stage process involving three samples (Sample 1 <em>N</em> = 150, Sample 2 <em>N</em> = 157, Sample 3 <em>N</em> = 246) was utilized. The results of this study led to the development of the HIGS with five distinct factors (gender/genre zoning and access discrimination, hegemonic masculinity, harassment/treatment discrimination, stereotypes and stigmas, and imposter syndrome). Several implications are outlined with a specific focus on how organizations, leagues, and teams can seek to implement the scale to better gauge their culture of inclusion for a variety of groups. The HIGS was designed to be applied across all gaming types and the subsequent results can inform all aspects of gaming policy and decision-making. The full scale is provided within the appendix.</div></div>\",\"PeriodicalId\":47979,\"journal\":{\"name\":\"Technology in Society\",\"volume\":\"79 \",\"pages\":\"Article 102711\"},\"PeriodicalIF\":10.1000,\"publicationDate\":\"2024-09-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Technology in Society\",\"FirstCategoryId\":\"90\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0160791X24002598\",\"RegionNum\":1,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"SOCIAL ISSUES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Technology in Society","FirstCategoryId":"90","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0160791X24002598","RegionNum":1,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"SOCIAL ISSUES","Score":null,"Total":0}
引用次数: 0
摘要
电子游戏是体育、娱乐和技术产业中发展最快的领域之一。虽然该行业的电子性质带来了许多优势,但电子平台也造成了玩家之间的心理距离和匿名感,有利于网络欺凌和网络不文明行为的发生,尤其是对于那些不认同顺性性别的男性/男生而言。因此,越来越需要建立可信可靠的工具来衡量电子游戏中的敌意文化、毒性文化和包容文化。因此,本研究开发出了首个对游戏中的敌意和包容性进行严格定量检测的工具--HIGS,该工具分为五个阶段,涉及三个样本(样本 1 N = 150,样本 2 N = 157,样本 3 N = 246)。这项研究的结果导致了 HIGS 的发展,其中包含五个不同的因素(性别/流派分区和准入歧视、霸权主义大男子主义、骚扰/待遇歧视、刻板印象和污名化以及冒名顶替综合症)。本报告概述了该量表的若干影响,并特别强调了各组织、联盟和团队如何实施该量表,以更好地衡量其对不同群体的包容文化。HIGS 的设计适用于所有游戏类型,其结果可为游戏政策和决策的各个方面提供参考。附录中提供了完整的量表。
Development of the hostility and inclusion in gaming scale (HIGS): A gender-based analysis
Electronic gaming is one of the fastest growing segments of the sports, entertainment, and technology industries. While the electronic nature of the industry offers many advantages, electronic platforms create psychological distance between players and perceived anonymity conducive to cyberbullying and cyber incivility, especially for those who do not identify as cis-gender men/boys. Therefore, there is an increasing need to establish credible and reliable tools to measure cultures of hostility, toxicity, and inclusion in electronic gaming. Consequently, the current study resulted in the development of the first known rigorous quantitative examination of hostility and inclusion in gaming, the HIGS. A five-stage process involving three samples (Sample 1 N = 150, Sample 2 N = 157, Sample 3 N = 246) was utilized. The results of this study led to the development of the HIGS with five distinct factors (gender/genre zoning and access discrimination, hegemonic masculinity, harassment/treatment discrimination, stereotypes and stigmas, and imposter syndrome). Several implications are outlined with a specific focus on how organizations, leagues, and teams can seek to implement the scale to better gauge their culture of inclusion for a variety of groups. The HIGS was designed to be applied across all gaming types and the subsequent results can inform all aspects of gaming policy and decision-making. The full scale is provided within the appendix.
期刊介绍:
Technology in Society is a global journal dedicated to fostering discourse at the crossroads of technological change and the social, economic, business, and philosophical transformation of our world. The journal aims to provide scholarly contributions that empower decision-makers to thoughtfully and intentionally navigate the decisions shaping this dynamic landscape. A common thread across these fields is the role of technology in society, influencing economic, political, and cultural dynamics. Scholarly work in Technology in Society delves into the social forces shaping technological decisions and the societal choices regarding technology use. This encompasses scholarly and theoretical approaches (history and philosophy of science and technology, technology forecasting, economic growth, and policy, ethics), applied approaches (business innovation, technology management, legal and engineering), and developmental perspectives (technology transfer, technology assessment, and economic development). Detailed information about the journal's aims and scope on specific topics can be found in Technology in Society Briefings, accessible via our Special Issues and Article Collections.