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Level 1: Toxicity

Thumbs Down to Hate Comments

Whether it’s through a video game, or just generally online, many of us gamers cannot deny that hate comments are a recurring situation, yet why?

Image by 11333328 from Pixabay

Have I been harassed online? 

Yes. 

Do I know why? 

Yes. Cause I was a female. 

Nothing new there, but still hate comments are hate. People, who wish to play a game, are either ridiculed for being a newbie to the spectrum, a bad player or someone who can be defined as “different.” 

Thing is, we aren’t exactly different, since most players who are in your competitive match probably are there for the same exact reason: to play the game. 

So, what is the deal? How do we stop this? 

Recently in 2019, Xbox Chief Phil Spencer talked about the rising levels of toxicity within video games. In his blog, “Video games: A unifying force for the world,” Spencer talks about developing changes to the Xbox community. 

Upgrades, such as changing the Xbox Community Standards to enforce stricter rules against hate and harassment, to presenting new content moderation for Xbox Live in 2019, meant Spencer wanted to make a safer community online for players. 

Lucy Waterlow mentions that countless stigmas and mistreatment of women continue. Hate comments are just the start of it, layered with countless threats and insults (all of which I choose not to share) due to being a female. 

We don’t stop here! 

Blair Durkee shared how, according to a report by the Anti-Defamation League (ADL), harassment is present across multiple borders of the gaming industry. 

Durkee exclaimed that “ 53% of those who experienced harassment in online games were targeted for their identity” (Durkee, 2019). Nearly half of the community had either been a target to this toxicity, whether in voice chat or text chat. 

The LGBTQ+ community holds a 35% in reported harassment, plus the report shared how “1 in 5 players have avoided a game altogether due to personal experience with harassment or perception of the game’s toxic environment” (Durkee, 2019). 

1 in 5 players! Many, including myself, keep these tramatic events to themselves. 

Game Quitters, a support community for video game addiction, brought Dale’s story. They explained how video games rose their anxiety and depression into adulthood. Dale could no longer handle the stressful community online, and quit games altogether. Happiness brought Dave back. 

Often, this is not for everyone. Some cannot separate themselves from the community due to a love for the game. Yes, changing your guidelines and standards may induce harsher punishments on those who break them, and quitting can overall stop the negative aspects from taking over, but does it end there? 

Two months ago, a teenager told me to kill myself after I spoke in voice chat during a match. This is happening, it STILL is happening! 

The best we can do is strengthen the rules around online harassment and toxic comments, as well as incorporate reporting/bans on players. 

Improvements will always arrive; we just hope they aren’t too late. 

Reference List

Durkee, Blair. “One in three LGBTQ gamers have faced identity-based harassment in multiplayer games, new report shows” Glaad, 25 July 2019, www.glaad.org/blog/one-three-lgbtq-players-have-faced-identity-based-harassment. 

Spencer, Phil. “Video games: A unifying force for the world” Microsoft, 20 May 2019, blogs.microsoft.com/blog/2019/05/20/video-games-a-unifying-force-for-the-world/. 

Waterlow, Lucy. “‘Rape and death threats are common’: Women gamers reveal the vile online abuse they receive EVERY DAY from men who say they should ‘get back in the kitchen’” DailyMail, 23 February 2016, www.dailymail.co.uk/femail/article-3454588/Women-gamers-reveal-vile-online-abuse-receive-DAY-men-say-kitchen.html. 

“How the Toxic Gaming Community Made Me Quit Gaming” GameQuitters, 1 July 2018, gamequitters.com/how-the-toxic-gaming-community-made-me-quit-gaming/. 

“Free to Play? Hate, Harassment, and Positive Social Experiences in Online Games” ADL, www.adl.org/free-to-play. 

Level 3: Virtual Reality

New Worlds Through A Set of Lenses

Image by Thomas Meier from Pixabay

Anyone else notice the addition of Gaming Stations? 

Not cafes for gaming, but newly placed areas for companies to showcase their latest technology. You can come across them in malls, many of which have multiple devices open for the public to try out. 

One particular device that caught my attention was the VR Headset. 

Just like the Google “Cardboard VR” headsets, these made a big boom! 

Shortform for “Virtual Reality,” these VR Headsets encompass the ability, and technology, to showcase various types of games through the headset itself, placing its players into an unknown world. 

People would line up and wait for their turn at the headset, as players would swing their hands from left to right, or jump up from surprise. It appeared to be a blast in my eyes, but I wondered: 

Why is this so popular? 

Frankie Wallace, who talks about VR Technology, brought up how this growing interest in VR has, so to say, “leveled up” the customer’s range of gaming. 

Wallace exclaims that “at their core, video games are stories, and when developing technology is introduced, stories evolve. This means there are whole new ways for games to be enjoyed” (Wallace, 2018). 

So, knowing that VR is available for PC, phone and game consoles, it gives a wide range for anyone to try it. For example, Beat Saber and VRChat blasted the gaming community! 

Kaylee Fagan, who dug into the world of VRChat, discussed how this free multiplayer game moved past the term itself. 

Not only being available with or without a headset, VRChat was said to let “people socialize, attend events, take classes, create art, play games, perform for large crowds, and explore virtual environments — all from the comfort of their own homes” (Fagan, 2018).  

Despite being described as “walking through a bizarre, stiff, 8-bit dream” (Fagan, 2018), the game itself has allowed people to talk with others freely, and engage in virtual activities with friends. 

Fagan mentions the message of a user known by “NikinCZ,” stating they felt happier with their experience through VRChat, making new friends. NikinCZ became less isolated in VRChat, and engaged themselves with new people due to not fearing awkwardness or rejection. 

Beat Saber, described as “players slic[ing] their way through an EDM soundtrack, which the company’s music-mixing CEO produced” (Lucas Matney, 2019), exploded in the market. 

Online communities enjoyed playing this game, streaming it through platforms for others to watch.  

Selling over a million copies in a year, CEO of Beat Saber’s company Jaroslav Beck, explains “finishing the game isn’t about just bringing in all of these new features, but it’s about capturing the full potential of the game” (Matney, 2019). 

Swinging light sabers to catchy tunes? I would do it. 

With such realism and impact, gamers can’t help falling in love with the communities from across the world. 

The VR Headset not only creates this, but can do so much more – just wait a couple more years gamers. 

Reference List

Fagan, Kaylee. “A large number of people have come out saying VRChat has saved their lives — here’s what it’s like to experience the online meeting place of the 21st century.” Business Insider, 1st Mar. 2018, www.businessinsider.com/vrchat-explained-2018-2. Accessed 28 Feb. 2020. 

Google. Google Cardboard. arvr.google.com/intl/en_ca/cardboard/. Accessed 28 Feb. 2020.

Matney, Lucas. “How Beat Saber Beat the odds.” TechCrunch, 8 May 2019,  techcrunch.com/2019/05/08/how-beat-saber-beat-the-odds/. Accessed 28 Feb. 2020. 

NikinCZ. “[Discussion] All the negative thoughts are gone.” Reddit, 27 Feb. 2018, www.reddit.com/r/VRchat/comments/80m4iv/discussion_all_the_negative_thoughts_are_gone/. Accessed 28 Feb. 2020. 

Wallace, Frankie. “VR Gaming and the Technology’s Impact On The World.” HeadStuff, 15 Oct. 2018, www.headstuff.org/entertainment/gaming/vr-technology-and-the-gaming-world/. Accessed 27 Feb. 2020. 

Level 2: Ageism

Time to Max Out Experience!

Image by Steve Buissinne from Pixabay

A scenario: 

You’re in an online match. As people join the voice channel, a scream rings through your ears. Shocked, you begin to lower the volume, only to be bombarded by a kid’s voice yelling and asking if anyone else is in the chat. You leave immediately. 

Seem familiar to you? Is this fair towards the kid who only wants to communicate properly? 

Discrimination against age: How is it affecting those on the opposite side? 

For those who are not aware, Ageism is the discrimination and/or prejudice due to a person’s age. Let’s take a look into this issue. 

Within Steve Peterson’s article on Ageism, he discusses about the effects and reasons to older workers with in gaming industry are facing a turn of discrimination. Peterson explains how the numbers range for industry worker’s age, and that many younger workers are highly favourable. 

To note, he states that “the game industry has gotten older, and there are people who’ve spent their entire careers working in games that are now retiring” (Peterson, 2018). Due to “far more older workers with industry experience” (Peterson, 2018), companies are rapidly looking for new employees, despite having a perfectly fine and experienced worker at hand! 

These workers, who have dedicated most of their lives to video game development, are being laid off because the companies feel they MUST find newer, younger workers: this isn’t out of the ordinary. 

“The Issue of Diversity in Gaming” mentions a survey named “2017 Developer Satisfaction Survey by IGDA,” which stated that “24% of the respondents were 30 to 34 years old” and “5% of the respondents said they were older than 50 years old” (IGDA, 2017). 

The numbers get smaller as the age goes up, sharing the lack, or reduction of older workers. 

In addition, excuses like “’ability to hear clearly, see clearly, lift 40 pounds’” (Peterson, 2018) can get tossed around, despite developer jobs being highly computer based. Pretty prejudice huh. 

Well, let’s see the bright side. Many are attempting to pry back into the video game industry!

Sarah Dezelin shares her interview with “The Silver Snipers,” a group of competitive gamers over the age of 60. The group participated in Dreamhack 2017, a festival that hosts e Sport events. The Silver Snipers took part in the Counter-Strike event, a multiplayer first-person shooter. 

Despite not winning, the group was estatic, being able to freely participate in the event. 

One of the members, Wanja “Knitting Knight” Godänge, exclaimed how it was a great experience, and that “we have been received with such [a] great positive attitude. A lot of love from everyone, especially the gaming community” (Dezelin, 2017). 

They were welcomed warmly into the competitive arena, but what does that say? 

Well, prejudice against older game developers and workers, while people in the general public welcome their generation to actively participate in games! 

If there is more acceptance like so, then a group like The Silver Snipers wouldn’t be such a rare sight, right? 

Let’s hope so. 

Reference List:

Dezelin, Sarah. “Meet The Senior Gamers Who Take On Kids Globally In Counter-Strike.” The Federalist, 18 Dec. 2017, thefederalist.com/2017/12/18/meet-team-senior-gamers-take-kids-globally-counter-strike/. Accessed 21 Feb. 2020. 

Peterson, Steve. “Ageism: The issue never gets old.” GameIndustry, 4 Apr. 2018, www.gamesindustry.biz/articles/2018-04-04-ageism-in-games-the-issue-never-gets-old. Accessed 21 Feb. 2020. 

“The Issue of Diversity in Gaming.” GameDesigning, 11 Nov. 2019, www.gamedesigning.org/gaming/diversity/. Accessed 21 Feb. 2020. 

“Developer Satisfaction Survey: Summary Report [2017]” IGDA, 26 Nov. 2019, igda.org/resources-archive/developer-satisfaction-survey-summary-report-2017/. Accessed 21 Feb. 2020. 

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