Clearly that 74% of online gamers are experiencing some sort of harassment


by

Sean Do

While playing online games, the percentage of players who have experienced serious harassment such as threats to physical violence, stalking or sustained harassment has experienced 65% of the total or some harassment The percentage of players who have made it has become as high as 74%, according to a survey of the Anti-Loss Alliance (ADL).

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

Two-Thirds of US Online Gamers Have Experienced Severe Harassment, New ADL Study Finds | Anti-Defamation League
https://www.adl.org/news/press-releases/two-thirds-of-us-online-gamers-have-experienced-severe-harassment-new-adl-study

The percentage of players who had been harassed while playing online games was 74%, and experienced serious harassment such as 'threat for physical violence,' 'stalking,' and 'sustainable harassment.' The percentage of players who have 65%, the percentage of players who have been harassed based on race, religion, ability, gender identity, sexual orientation, ethnicity 53%, 'Your personal information The percentage of players who have been threatened to



ADL CEO Jonathan Greenblat states that 'ADL views online multiplayer games as a social platform, so online games need to fight harassment as seriously as traditional social media.' .

Research also shows that online game players are exposed to extremist ideologies and hate propaganda through games. Twenty-three percent of respondents to the survey said they have been caught up in the debate over

white supremacy and 13 percent claim they have heard that they have heard the claims of the terrorist attacks in the United States , 9% Listened to claims that would exaggerate the Holocaust more, 8% said they had been involved in the gamer gate controversy , 8% heard claims that ISIS was an important and profitable organization In some cases, 8% say that they have heard that vaccination is ineffective.



Sixty-two percent of online gamers say that companies should do more to make online games safer and more comprehensive. In addition, 58% said that they should have legal action if they were subject to online game harassment, 55% said that game toxicity was widespread, and 55% had in-game voice chat Need to have technology that can monitor the situation, 54% said they were satisfied with the online game behavior reporting system and the publisher's response, and 49% said that online games were a positive space for players You



ADL collaborated with games and sports focused data analysis company Newzoo . The survey target is LGBTQ +, Jews, Muslims, African Americans, Hispanic Americans, Hispanics, Latin Americans, etc. A wide range of players play online games on either PC, game console or mobile There are 1045 adults aged 18-45 years old.

The survey also provides a detailed analysis of the most popular games in the US and reports that at least half of all the 15 online games surveyed have had some form of harassment In particular, DOTA 2 (79%), Counter-Strike: Global Offensive (75%), PlayerUnknown Battlegrounds (75%), Overwatch (75%), League of Legends. (75%)

Among online game players, 38% of women and 35% of LGBT Q + reported being harassed about gender and sexual orientation. Twenty-four percent of Hispanic / Latin Americans, 31 percent of blacks or African Americans, and 23 percent of Asian Americans reported being harassed for racism and ethnic identity. In addition, 19% of Jews and Muslims have experienced harassment based on their religious identity.

Also, 38% of online harassers who have been harassed say that they are paying more attention to online socializing. Twenty-seven percent say that harassment has changed the way they play the game. Twenty-three percent of users who have played multiplayer online games say they are avoiding certain games because of their reputation for having a hostile online community, and 19% are caused by in-game harassment Have said that they have completely retired a particular game.

However, as a positive aspect of online games, many cite their ability to build friendships and communities, and 88% of players say they have experienced positive experiences in some way.

in Game, Posted by logu_ii