Video game controversies: Difference between revisions

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The anonymous nature of the internet may be a factor of encouraging anti-social behavior. This type of behavior expands to other parts of the internet separate from gaming, such as online forums, social media sites, etc. Lack of accountability for one's actions on the internet may encourage others to engage in harassing behavior. Without minimal threat of punishment, some may find it easier to carry out negative behavior over online gaming.<ref>{{cite web |url=http://www.csl.mtu.edu/cs6461/www/Reading/Davenport02.pdf |title=Anonymity on the Internet: Why the Price May Be Too High |publisher=Csl.mtu.edu |access-date=18 February 2015 |archive-date=19 March 2015 |archive-url=https://web.archive.org/web/20150319005249/http://www.csl.mtu.edu/cs6461/www/Reading/Davenport02.pdf |url-status=live }}</ref> The [[Gamergate controversy]] that started in 2014 drew media attention to the negative portions of the culture of the video game community, highlighting the need to take steps against online harassment.<ref name="nytimes gg">{{cite news |url=https://www.nytimes.com/interactive/2019/08/15/opinion/what-is-gamergate.html |title=How an Online Mob Created a Playbook for a Culture War |first=Charlie |last=Warzel |date=15 August 2019 |access-date=21 August 2019 |work=[[The New York Times]] |archive-date=20 August 2019 |archive-url=https://web.archive.org/web/20190820192312/https://www.nytimes.com/interactive/2019/08/15/opinion/what-is-gamergate.html |url-status=live }}</ref>
 
Regarding whether attitudes towards women in games and gaming culture extend as far as [[misogyny]], opinions have been divided. For example, [[VentureBeat]] writer Rus McLaughlin sees it as a status quo "ingrained in video-game DNA",<ref>{{cite news |title=Sexism and misogyny are gaming's status quo |work=[[VentureBeat]] |author=Rus McLaughlin |url=https://venturebeat.com/2011/02/15/sexism-and-misogyny-are-gamings-status-quo/ |date=February 15, 2011 |access-date=28 September 2014 |archive-date=6 October 2014 |archive-url=https://web.archive.org/web/20141006070050/http://venturebeat.com/2011/02/15/sexism-and-misogyny-are-gamings-status-quo/ |url-status=live }}</ref> while Joe Yang (writing for the same source) regards such claims to be misleading, and sees misogyny as a problem where it does occur, but disputes that it is inherent or normative, or that the whole culture should be described that way.<ref>{{cite news |title=Why gaming culture is not misogynistic |work=[[VentureBeat]] |author=Joe Yang |url=https://venturebeat.com/2012/12/11/why-gaming-culture-is-not-misogynistic/ |date=11 December 2012 |access-date=10 October 2014 |archive-date=18 October 2014 |archive-url=https://web.archive.org/web/20141018175147/http://venturebeat.com/2012/12/11/why-gaming-culture-is-not-misogynistic/ |url-status=live }}</ref> In the gaming industry, 20 per cent of female gamers have experienced sexual harassment from men or other gamers, in the form of objectifying comments or death and rape threats. In fact, a survey conducted in the United States, Germany and China found that 59 per cent of women hide their gender to avoid abuse and sexism<ref>{{Cite web |last=bougacha |first=Sirine |date=2022-05-20 |title=Gaming: Hidden Sexism and Harassment |url=https://www.ivint.org/gaming-hidden-sexism-and-harassment/ |access-date=2024-04-08 |website=IVolunteer International |language=en-US}}</ref>.
 
A further issue related to online behavior is the presence of younger players who may be exposed to behaviors of more mature players beyond the ability for parents to control this exposure, coupled with issues such as harassment and bullying. In the past, this has typically been controlled through the closed online environments from each of the major console systems that could maintain a safe environment, but with the wider availability of [[cross-platform play]] to allow console players on one system to play with those on other systems or with players on personal computers, these environments are no longer as controlled.<ref>{{cite web |url=http://www.eurogamer.net/articles/2017-06-13-sony-defends-decision-to-block-cross-play-with-xbox-one-and-nintendo-switch |title=Sony defends decision to block PS4 cross-play with Xbox One and Nintendo Switch |first=Wesley |last=Yin-Poole |date=13 June 2017 |access-date=13 June 2017 |work=[[Eurogamer]] }}</ref> In December 2020, the three major console manufacturers [[Microsoft]], [[Sony]], and [[Nintendo]] announced a joint plan to promote safer gaming based on the three principles of prevention, partnership, and responsibility to combat harassing and troubling behavior.<ref>{{cite web |url=https://www.gamasutra.com/view/news/375219/Microsoft_Nintendo_and_Sony_unite_to_create_safer_online_spaces.php |title=Microsoft, Nintendo, and Sony unite to create safer online spaces |first=Chris |last=Kerr |date=14 December 2020 |access-date=14 December 2020 |work=[[Gamasutra]] }}</ref>