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ADL:美国频游戏玩家的社交互动和体验(英文版)(48页).pdf

上传人: Me****y 编号:13844 2020-08-01 48页 6.70MB

1、Free to Play? Hate, Harassment and Positive Social Experiences in Online Games JULY 2019 Our Mission: To stop the defamation of the Jewish people and to secure justice and fair treatment to all. ABOUT Center for Technology comprehensive and inclusive policies and enforcement around hate and harassme

2、nt that mirror and improve upon the known best practices of traditional social media; and game ratings systems that consider the amount of harassment in specific games, among other improvements. The games industry should also reach out to collaborate with civil society, to educate civil society abou

3、t the unique challenges of their community and take advantage of civil societys expertise. Civil Society: Just as in recent years much of civil society has expanded their work to include the impact of traditional social media on their issues and communities, so too should civil society use their res

4、ources, expertise and platforms to address the impact of games as digital spaces. To aid in this, civil society should engage with and support scholars and practitioners who have been and continue to do crucial research and practice to help fight hate, bias and harassment in games. Government: Feder

5、al and state governments should strengthen laws that protect targets of online hate and harassment, whether on social media or in online games. Governments should also, as they do with social media companies, push for increased transparency and accountability from game companies around online hate a

6、nd harassment. We believe this report provides insight into the power of video games to enrich lives and also a better understanding of ways the game industry can improve. 88% of adults who play online multiplayer games in the US have had positive social experiences while playing games online. 65% o

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本文主要探讨了美国在线游戏玩家的社交互动和体验,并详细描述了他们在迅速增长的社交空间中的态度和行为。主要内容包括: 1. 88%的美国成年在线多人在线游戏玩家在玩游戏时有过积极的社交体验,最常见的体验是结交朋友(51%)和帮助其他玩家(50%)。 2. 尽管如此,骚扰现象非常普遍,74%的美国成年在线多人在线游戏玩家在玩游戏时经历过某种形式的骚扰,65%的玩家经历过严重的骚扰,包括身体威胁、跟踪和持续骚扰。 3. 53%的在线多人在线游戏玩家认为他们因为种族/族裔、宗教、能力、性别或性取向而受到骚扰。 4. 23%的在线多人在线游戏玩家因为游戏中的骚扰而避免某些游戏,19%的玩家因为游戏中的骚扰而完全停止玩某些游戏。 5. 23%的玩家在在线多人在线游戏中接触到关于白人至上主义意识形态的讨论,近10%的玩家接触到关于否认大屠杀的讨论。 6. 大多数在线多人在线游戏玩家(62%)同意公司应该采取更多措施,使在线多人在线游戏对玩家更安全、更包容。
游戏行业如何应对在线骚扰? 游戏如何影响玩家社交体验? 游戏中的极端主义和阴谋论如何影响玩家?
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