Roots of Toxic Online Game Culture

  • Streamers behave badly as a way to increase their views and likes, which in turn maximizes their profits and those of their company sponsors.
  • Game companies cannot fully control who plays their games, despite Entertainment Software Rating Board (ESRB) ratings.
  • Younger players play mature games and learn through their interactions with older and often toxic audiences.
  • Cultural stigmatization of gaming leads to a lack of educator involvement in supporting prosocial and educational gaming spaces in schools.
  • Lack of public access to data from game companies on the nature of harm on any game platform limits research and policy that could improve safety and trust.
  • Online human moderation at scale is expensive and it is difficult to get buy-in from leadership to invest in it.
  • Systemic bias in the design of technologies and representations work against diversity, reinforce player stereotypes, and ultimately limit the definition of who is a gamer.

Notes:

Folksonomies: gaming digital citizenship toxicity

 Raising Good Gamers
Technical and Research Papers>Private Organization Report:  TekinbaĊŸ, Katie Salen (September, 2020), Raising Good Gamers, Retrieved on 2021-03-03
  • Source Material [clalliance.org]
  • Folksonomies: gaming digital citizenship