Talking numbers: A selection of relevant articles

Talking numbers: A selection of relevant articles

Harassment is a huge threat to gaming. But you don't have to take our word for it. On this page, we have gathered interesting and important research and studies exploring harassment, toxicity and gaming.

Gamer girls more likely to choose a STEM education

Research from the University of Surrey shows that girls who play video games are three times more likely to choose an education in science, technology, engineering and mathematics. If girls are discouraged from gaming, we could see decreased female participation in these important fields.

Without women and girls, we miss out on the innovations and fresh perspectives that people from different backgrounds can bring to the science and engineering field that can not only help solve global societal challenges but create innovations that meet their needs and represent them. // Dr Anesa Hosein, University of Surrey

Toxicity in Multiplayer Games Report: We need solutions against harassment

A study by Unity shows that 72% of gamers have witnessed toxic behavior while playing video games, and that 68% have experienced it themselves. 3 out of 4 gamers agree that we need more solutions against toxicity in online video games.

Toxic behavior and malicious players can cause immense damage to a player base and success of a game, potentially even harming a studio’s entire reputation. // Felix Thé VP, Product Management, Operate Solutions

We are moving in the wrong direction

We don't have to look far to find startling numbers. A study by the Norwegian Media Authority shows that the share of girls who play video games in Norway decreased by 17 percentage points between 2020 and 2022. We are moving in the wrong direction.

Our studies indicate that we are still far from an inclusive video game culture where girls can feel as welcome as boys. // Mari Velsand, Executive Director of the Norwegian Media Authority

Skill gaps create toxicity

One study examines toxicity in World of Tanks by applying the deindividualization model. In addition, they explore non-verbal dimensions of harassment as well as team dynamics. The study shows greater toxicity in poorly performing teams, and in teams with a large internal skill gap.

Who are the victims?

In a study on US gamers, 34 million Americans reported having had their gaming experience affected by harassment. Furthermore, the study showed that 41% of female gamers and 37% of LGBTH+ gamers have experienced harassment based on their gender and sexual orientation.

Who are the offenders?

One study on French-speaking adults explores the relationship between certain personality traits and the tendency to perpetrate harassment or toxic behavior in online multiplayer games. It shows that young male gamers who play a lot at a high level, and who are characterized by two impulsive personality traits, represent the most radical change in behavior and contribute most to harassment.

How should we handle harassment as a team?

This interview based study explores the definition of toxicity, as well as the coping mechanisms used to deal with harassment and toxicity.

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