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Harassment of game makers: Prevalence and impact version 1; peer review: 1 approved with reservations
by
Crevoshay, Eve
, Kowert, Rachel
2022
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Harassment of game makers: Prevalence and impact version 1; peer review: 1 approved with reservations
by
Crevoshay, Eve
, Kowert, Rachel
2022
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Harassment of game makers: Prevalence and impact version 1; peer review: 1 approved with reservations
Journal Article
Harassment of game makers: Prevalence and impact version 1; peer review: 1 approved with reservations
2022
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Overview
Background: Online harassment is a relatively commonplace occurrence in the video gaming industry and player communities. A lack of diversity has unquestionably contributed to the high levels of such incidences.
Methods: In this paper, we take an exploratory approach, via a cross-sectional observational study, to evaluate the harassment of game industry professionals on social media. In this new sphere of growing concern, there is evidence of significant harm for game makers and their radius of impact. We will discuss the prevalence rates, nature of harassment, and the ways in which a lack of diversity has contributed to this phenomenon.
Results: In total, 282 video game industry professionals completed the survey in its entirety. More than half of all participants reported experiencing harassment on social media (59.6%) and nearly all reported witnessing harassment happening to other members of the videogames industry via social media (92.2%). This harassment can have a significant impact on well-being, including increased anxiety (62.1%), feelings of isolation (37.6%) and increased depression (36.2%). Almost one quarter (23.8%) reported symptoms related to post-traumatic stress disorder. One out of 10 participants reported suicidal thoughts because of online harassment. A significant number of respondents (37.3%) reported that had to take steps to reduce their physical safety due to online harassment. Over half of all respondents saying they were targets of hate because of some aspect of their identity.
Conclusions: The results indicate high rates of online harassment, both direct and indirect, among members of the gaming industry at all levels. Responses also pointed to substantial mental health and behavioral impacts of both experiencing and witnessing online harassment. Without large-scale action, this problem will continue to reinforce the lack of diversity inside game studios, pushing out marginalized employees due to a hostile work environment.
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