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

Taxonomies:
/education/homework and study tips (0.567155)
/family and parenting/children (0.533325)
/education/teaching and classroom resources (0.525839)

Concepts:
Entertainment Software Rating Board (0.976530): dbpedia_resource
Player (0.709174): dbpedia_resource
Play (0.641293): dbpedia_resource
Education (0.617775): dbpedia_resource
Video game culture (0.611290): dbpedia_resource
Game (0.598430): dbpedia_resource
Systemic bias (0.583777): dbpedia_resource
Bias (0.535839): dbpedia_resource

 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