Individual Submission Summary
Share...

Direct link:

Unsafe Play: Understanding Sexual Victimization in Digital Gaming Communities

Fri, September 5, 3:30 to 4:45pm, Deree | Classrooms, DC 602

Abstract

The growth of video game-related digital communities has redefined social interaction, creating global spaces for connection while introducing new opportunities for criminal activities. Among these, sexual victimization remains an underexplored area. This study, conducted as part of the GamerVictim Project (funded by the PROMETEO PROGRAM 2023 CIPROM/2022/332), analyzes sexual victimization experiences within these communities based on data from a representative survey of 1,812 Spanish adult gamers. The results reveal that 19.6% of participants have experienced some form of sexual victimization in digital environments, with a higher prevalence among women (22.3%) compared to men (16.4%). Significant associations were found between having suffered sexual victimization in video game-related digital environments and engaging in online multiplayer gaming, sharing personal information such as gender, or sharing personal images while playing online. Additionally, regression models indicate that demographic and routine activities factors such as gender, age, belonging to the LGTBIQ+ community or time spent playing significantly increase the risk of victimization (Nagelkerke R² = 0.171). These findings identify usage patterns and risk factors associated with sexual victimization in digital spaces, emphasizing the need for prevention strategies and greater regulation on digital platforms. Findings underscore the importance of contextual elements like platform dynamics and user behaviors in predicting victimization. Therefore, several evidence-based recommendations are provided in order to guide the development of measures that enhance safety in virtual environments and foster healthier gaming communities.

Authors