Ethan Mermel
November 17, 2017
“Toxic Behaviors: The
Learned Result of Video Game Playing”
According
to recent studies by social scientists, there is both an increase in toxic
behavior from players of online gaming and a transfer of that behavior outside
of the gaming environment. This is causing increasing concern both by makers of
these games who are worried about losing players and bad press that can come
from recorded incidents of racism, sexism, homophobia and threatened acts of
violence.
According to Douglas Gentile, a
professor of psychology at Iowa State University, “If you repeatedly ‘practice’
various decisions and choices in games, this practice can influence your
attitudes and behaviors outside of the gaming world” (Gentile, Science Daily).
In his research, Gentile used the game ‘Grant Theft Auto’ as a reference point.
He paid special attention to the sexism representation of female characters in
the game and how these images informed player behavior. As he notes, “You can
pay them [the characters] for sex, you can look at them or you can kill them,”
Gentile said. “This is an extremely limited view of the value of women.” In
this same paper, Gentile notes that more than 80% of the female characters in
these games are typically attractive, wear little clothing, behave in sexually
suggestive ways and have limited roles in the game itself all contributing to
endorsed sexist views of women. His argument is that the games teach behavior
that is then transferred outside the game to social interactions in the real
world.
Brendan Maher, in his article “Can
a video game company tame toxic behavior?” notes his own experience being
called a “FA GO TT” for not picking a character fast enough on ‘League of
Legends.’ He notes that while the games themselves often have a lot of violent
and sexist behaviors embedded in them, it is the players themselves who behave
in toxic ways to each other. He says, “Online players have a reputation for
hostility. In a largely consequence-free environment inhabited mostly by
anonymous and competitive young men, the antics can be downright nasty” (p
568). He notes instances of cheating, intentional sabotage of other players
called “griefing”, racist, sexist and homophobic language and how “aggressors
often threaten violence or urge a player to commit suicide . . .” (p 569).
In a study conducted by the makers
of ‘League of Legends’ (LoL), they found that most of this behavior was being
done by average people who had a bad day and used the game to lash out. One of
the most significant of these situations is called “Gamergate” and occurred in
2014. In this situation women players were subject to harassment, invasions of
privacy, and threats of death and rape (p 569). The company has experimented
with “priming”, using a combination of tips and colors to influence gamers
behavior. While they found this helpful, it was not enough so they formed the
Tribunal where players serve as judge and jury to their peers. They review chat
logs on players who were turned in for bad behavior and decide if the player
deserves punishment. This, along with immediate feedback to the accused player,
has reduced bad behavior by 70% in this experiment.
I think it’s
smart that the LoL company is trying to change the overall behavior of players
so that situations like “Gamergate” do not repeat. Even though their
experiments with priming and the Tribunal system were not 100% successful, they
were still able to bring the negative player interaction down significantly and
replace the negative interactions with ones that were more positive.
In my
personal experience with video games, I’ve seen and heard the kinds of remarks
mentioned in these articles and this can definitely change a person’s
experience with the gaming world. These comments are often unexpected and
extremely nasty. They can make a person who is younger and vulnerable feel
unhappy with themselves, or it could teach them to mimic these behaviors and
comments when they interact with others. In my experience, it was negative
enough that I shut off the microphones when I played so I wasn’t tempted to
respond and so I couldn’t hear the comments being made. If that wasn’t enough I
stopped playing. I also think there is a reduction in kids playing these kinds
of games because they know, and their parents know, that it stops being fun
pretty fast. I think if companies don’t want to lost business and be accused of
negative influences on society, then the changes made by the LoL manufacturers
make sense.
I think that
the makers of these games need to rethink how women are represented so they are
not so objectified. If a male character is strong and heroic, a female
character ought to be equally that way. If the male character is fully clothed
and not a sex object, the female character should not be either. Until both
genders are represented in positive ways in these games, the games are
encouraging sexism in players, including young girls. I started playing because
I had older brothers who played and I wanted to keep up. That is true for other
young players who see these images, do not understand the dangers of them and
are unconsciously learning what to expect and how to treat women from these
games.
I think
more games should be made that eliminate these qualities so companies can see
that they don’t need violence and sexist images to make money. I also think the
companies should do more discussion with the players themselves so they can get
insight from them on how to change the culture and learn what players really
want from these games. Finally, I think that companies that run online games
should be willing and able to permanently ban players who repeatedly are
reported for these behaviors so there is a consequence that might deter other
people from doing the same thing.
It is
encouraging that people are studying the problem but there is so much more
needs to be done to make gaming a safe, positive experience for all players.
Bibliography
Gentile, Douglas. “Video games influence sexist attitudes”
in Science Daily. Iowa State
University, March 28, 201 retrieved on November 17, 2017 from https://www.sciencedaily.com/releases/2017/03/170328105908.htm
Maher, Brendan. “Can a video game company tame toxic
behavior?” Nature: International Weekly
Journal of Science, Vol. 532, Issue 7596, pps 568-571, retrieved on
November 17, 2017 from nature.com
Comments
Post a Comment
Only our class can comment on this blog - so say something!