Are gaming communities becoming a toxic environment for certain people?
The promise of fellowship shared passion, and collaboration often coexists with a darker underbelly: toxicity, in the vast digital expanse of gaming communities. While these communities provide opportunities for connection and entertainment, they have also become breeding grounds for toxicity, creating hostile environments for certain groups, particularly women, LGBTQ+ people, and marginalized gamers. Gaming has always been perceived to be played by males. According to Ambi et al (2020), They conduct a survey to collect data by surveying the respondents. The study included 476 respondents aged 18 to 37 years old and discovered that the majority of those who identify as gamers are men, white, and generally younger than those who do not. Except for the fact that they were white, the results were deemed significant. The study thus demonstrates that the general demographic and group of people who identify as gamers are young males, which is critical information for the respondents.
Getting toxic? Let's talk about it
Toxicity manifests itself in various ways within gaming communities, ranging from straightforward harassment to outright discrimination and exclusion. Misogyny, sexual harassment, and gender-based discrimination are common experiences for women navigating these spaces. Targeted abuse, derogatory language, and objectification all contribute to an environment in which female gamers feel unwelcome, anxious, and unsafe. This toxic environment discourages many women from freely expressing their love of gaming or participating in discussions, robbing these communities of diverse perspectives and talent.
A survey was conducted on 900 women gamers in the US, Germany, and China on their opinions and perceptions towards their behavior and how females are portrayed in video games. One said "A lot of the time I end up playing as male characters in MMORPGs so people don't realize I'm a girl," one woman explained. "We try to hide what we are so people don't flirt with us, send us stuff, send us messages we really don't want, or pictures." It has been reported that the women surveyed express their satisfaction to developers on how females are depicted but are rather disappointed with how they are treated by other gamers (Sinclair 2021). This implies that female audiences are facing quite a few adversaries to fully immersed in the gaming community due to this circumstance.
Representation matters in this age of moving forward as what society perceives hence why inclusion is very crucial in many aspects of life and gaming is definitely one of them. Despite these drawbacks, the number and variety of players is growing. African Americans, Latinx Americans, and Asian Americans are becoming more active in the gaming community. Similarly, these players of color are more likely to play than their white counterparts (Eng 2020). Representation doesn't mean you have to give up on catering to or shaping your player niche. These still remain and designers need to consider them throughout the process but so is cunning with player accessibility in mind. Representation helps us reach and recognize more and different players in our field. However, this desire did not arise without recognition of the negative aspects previously caused by the lack of expressiveness.
In addition to that, the LGBTQ+ community is not perceived well initially when integrating into the gaming communities. There are many political reasons as well as cultural reasons that this group has not been fully or openly represented. Although there are times when few game companies have been trying to push the representation of these minority groups to gain a wider audience, especially the gamers that are in the LGBTQ+ community
I personally think the minority group that is not feeling too comfortable in life gaming deserves the product that can be marketed towards them. I sense no harm in anyone playing a game as everyone should play the game as intended which is to enjoy and fulfill their time. Gaming should not contain the elements of sexism, racism, and overall hate. Gaming is supposedly available for everyone to enjoy. Thus the example of girl gamers should be a norm and not stir up conflicts as well as political issues.
To sum it all up, the toxicity prevalent in gaming communities, particularly towards women, LGBTQ+ individuals, and marginalized gamers, is a multifaceted problem that must be addressed collaboratively. Gaming communities can transform into spaces that celebrate diversity and provide a welcoming and enjoyable experience for all enthusiasts by cultivating a culture of inclusivity, respect, and accountability. Representation is critical in the fight against toxicity. In their creations, game developers should prioritise diverse and authentic representation of women, and other minority groups. Inclusive storytelling that celebrates diversity while avoiding harmful stereotypes not only empowers underrepresented groups but also fosters empathy and understanding among participants.
Amby, A., Caluscusan, D., Dublas, J.H., Medina, M. and Tuballa, G., 2020. Analysis of stereotypes: How non-gamers view gamers. Academia. viewed 26 November 2023, <https://d1wqtxts1xzle7.cloudfront.net/62301617/Analyss-of-Stereotypes-how-non-gamers-view-gamers20200307-128480-ha50k8-libre.pdf?1583646102=&response-content-disposition=inline%3B+filename%3DANALYSIS_OF_STEREOTYPES_HOW_NON_GAMERS_V.pdf&Expires=1701093819&Signature=B9eDz0AlblG9HzTMVzUOzCd9~Hqr~2c8anxPrrTY-s2A4J0kwWr57qBfYF38f~98ySQ49TdDPuLl8KAmey-VLUJw5ShSBwA-~I5xBz76w7yCiljVr2VW9x9UvxHGIQnz3qNJCaEGkiDJH1f3qhNIcTowqbjxawIqDVNjS5seLGSFnR-wrVN9OMEtvQUgmEXnlQM~-PeDbjxFpIQIkJ-W3fixh9b3c6lMQh42J8sdy3EPE-J0qS2pmDZvpZD143UCBnCelYCcoWtwlkAjYTMoLl~mFW4NSCOmpfkVVuYfRM72dUhELxk0N9Z9QJp4uBMsYQCOP3p~N45qShgT9RRp-g__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA>
Eng, D 2020, Representation in games, Medium, viewed 26 November, <https://medium.com/@davengdesign/representation-in-games-eccc9e59e36b>
Sinclair, b 2021, Survey says 59% of women hide gender to avoid harassment while gaming online, GamesIndustryBiz, viewed 26 November 2023, <https://www.gamesindustry.biz/survey-says-59-percent-of-women-hide-gender-to-avoid-harassment-while-gaming-online>