Get ready for the next battle!
(Are gaming communities becoming more toxic environments for some (e.g. women, LGBT communities, ethnic minorities))?
You got games on your phone?
Over the past decade, video games have undergone a significant transformation, evolving from being a niche hobby to a dominant cultural force that reaches millions of people worldwide. This shift is driven by the rapid advancement of technology and digital platforms as well as the growing acceptance of gaming as a form of entertainment for people of all ages and backgrounds.
And the most toxic community goes to….
If you Google ‘What is the most toxic game community ever’, you’d see that it would list down competitive online games such as Counter Strike: Global Offensive (CS:GO), League of Legends (LoL), Call of Duty Online (CoD) and more. Competitive online games have birthed many toxic players, creating a digital environment where harassment, bullying and discriminatory behaviour thrive. 70% of gamers has experienced or witnessed harassment and abuse while playing online games (PickFu, n.d). One of the primary drivers of toxic behaviour in online gaming is the anonymity provided by digital platforms (American SPCC 2024). The anonymity provided by the Internet has allowed some individuals to engage in hostile and aggressive conduct without facing real-world consequences. Many gamers hide behind screen names, which often leads to a sense of impunity and some even feel empowered to engage in harmful or aggressive behaviour as they would likely avoid face-to-face interactions (American SCPP 2024).
This toxicity often targets marginalized groups of people, especially women, LGBTQ+ community, and people of colour, who may experience verbal abuse, harassment, stereotyping and exclusion while gaming. Although women now make up a significant portion of the gaming population, they still face unique challenges in a space traditionally dominated by men and gender inequalities continue to influence their experiences and identities within gaming cultures (Scidone, Phillips & Pantaleo 2024). I would sometimes see videos of female gamers sharing their gaming experiences online and how they would get harassed by other ‘male’ and sometimes even female players the moment they use in-game voice chats, which is ridiculous considering the female gamers did nothing to provoke those unwarranted attention. These toxic male ‘alpha’ gamers will harass them even more if they lose against a female gamer and some would even go as far as to report female gamers’ accounts over nothing. Because of this, some female gamers would only play with friends or avoid using in-game voice chat to hide their gender (Oregon News 2020).
Aside from female gamers, the LGBTQ+ communities also face online harassment while playing video games. It is stated that 52% of LGBTQ+ players faced harassment because of their sexual orientation while playing games online while 42% have avoided playing a specific game due to anticipated harassment (Kline 2024). This toxic behaviour includes verbal abuse such as homophobic slurs, which creates an unwelcoming atmosphere for LGBTQ+ individuals. Many LGBTQ+ players often self-censor or retreat from online gaming spaces entirely in fear of discrimination or hate, which further contributes to the isolation of marginalized communities within the gaming world. Moreover, people of colour also experience significant online harassment while playing video games. The ADL has surveyed and reported that the racial and ethnic identity-based harassment is the highest among African American people (44%), Asian Americans (40%) and Hispanic people (31%) (Ramirez 2023). Racial discrimination in gaming spaces often manifests through the use of racial slurs and stereotypes. As a result, many players of colour chose to avoid specific games as well, not wanting to deal with online harassment from other gamers.
Good Game (GG)!
Game companies should implement several methods into combating online harassment against women, LGBTQ+ community and people of colour (PoC). They should adopt and enforce zero-tolerance policies for harassment, abuse and discrimination. This can include suspending accounts that breached the policies or a permanent ban. Additionally, game companies should also implement a more robust report system that allows players to quickly report abusive behaviour and this should also lead to real consequences for offenders. Gaming platforms could also try to include and prioritize creating diverse characters that reflect a variety of identities, including women, LGBTQ+ communities and people of colour. This can help normalize diversity and combat stereotypes. Considering that online harassment can leave psychological and emotional distress on people, game companies can also provide easy access to mental health resources such as online counselling that can help players cope with the psychological and emotional impact of abuse.
Thoughts
All in all, there are bound to be toxic people in any online community, especially in gaming communities. Women, LGBTQ+ communities and people of colour tend to get harassed more while playing games online. The anonymity of gaming platforms has become a breeding ground for unprovoked harassment and discrimination. However, while harassment remains at large, there are efforts to create more welcoming and respectful environment for all players, which signals hope for a more inclusive gaming future.
(789 words)
References
American SCPP C.2024, The Problem of Toxicity in Gaming Communities and Ways to Overcome it, American SCPP, viewed 29th November 2024,
<https://americanspcc.org/the-problem-of-toxicity-in-gaming-communities-and-ways-to-overcome-it/#:~:text=Toxicity%20can%20manifest%20as%20harassment,gaming%20communities%20strive%20to%20create. >
Kline, K 2024, A growing number of gamers are LGBTQ+ so why is representation still lacking, NPR, viewed 29th November 2024,
<https://www.npr.org/2024/02/29/1234590117/a-growing-number-of-gamers-are-lgbtq-so-why-is-representation-still-lacking >
Oregon News c.2020, Here’s what it will take to clean up the toxic culture in esports, Oregon News, viewed 29th November 2024,
<https://news.uoregon.edu/content/heres-what-it-will-take-clean-toxic-culture-esports#:~:text=Recent%20stories%20from%20The%20New%20York%20Times%2C,forms%20of%20discrimination%20are%20in%20online%20spaces.>
PickFu n.d, Gaming Toxicity and the need for better moderation, PickFu, viewed 29th November 2024,
<https://www.pickfu.com/resources/toxicity-in-gaming#:~:text=Toxicity%20in%20gaming%20is%20abusive,violent%20threats%2C%20and%20hate%20speech. >
Ramirez, M 2023, Racism in online gaming is rampant. The toll on youth mental health is adding up, USA Today, viewed 29th November 2024,
<https://www.usatoday.com/story/news/nation/2023/09/03/online-gaming-racism-youth-extremism-mental-health/70721986007/ >
Scidone, E, Philips, M.J & Pantaleo, A.M 2024, Hiding in the shadows: a qualitative exploration of women gamers identities and perceptions of the video gaming context, Volume 4, Article number 181, Springer Nature Link, viewed 29th November 2024




















