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Exploring Victimization, Perpetration, and Reporting Experiences in Video Game Communities: Results of a Spanish Survey

Fri, Nov 15, 2:00 to 3:20pm, Pacific J - 4th Level

Abstract

Within the “GamerVictim” Project, this study aims to uncover the factors influencing individuals’ vulnerability to crimes and toxic behaviors in the virtual communities surrounding online video games. From hate speech to harassment, sexual misconduct, and/or identity theft, we recognize the myriad of challenges within gaming environments. To address these, an extensive literature review has been conducted, developing an ad-hoc tailored survey for the purpose of this project. This survey, the first of its kind in Spain, aims to quantify the prevalence of victimization and perpetration, while understanding users’ experiences with reporting and content moderation processes provided by the responsible platforms or moderators. By collecting quantitative data, we seek to shed light on the scope of these issues and identify areas for improvement regarding the victimization experiences that participants and users of those communities might suffer. In this session, we present the first and preliminary findings of the GamerVictim Survey, focusing on victimization prevalence, consequences of harmful behavior on victims, victim-offender overlapping, and perceptions and attitudes regarding the responses provided by platforms and moderators. Ultimately, our Survey highlights the need for a collaborative action among industry, regulators, and society, in order to create safer online gaming spaces, therefore promoting a digital environment that is secure and healthy for its potential users.

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