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Can a video game company tame toxic behaviour? [Nature.com]

 

It took less than a minute of playing League of Legends for a homophobic slur to pop up on my screen. Actually, I hadn't even started playing. It was my first attempt to join what many agree to be the world's leading online game, and I was slow to pick a character. The messages started to pour in.

“Pick one, kidd,” one nudged.

Then, “Choose FA GO TT.”

It was an unusual spelling, and the spaces may have been added to ease the word past the game's default vulgarity filter, but the message was clear.

Online gamers 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. Players harass one another for not performing well and can cheat, sabotage games and do any number of things to intentionally ruin the experience for others — a practice that gamers refer to as griefing.

Racist, sexist and homophobic language is rampant; aggressors often threaten violence or urge a player to commit suicide; and from time to time, the vitriol spills beyond the confines of the game. In the notorious 'gamergate' controversy that erupted in late 2014, several women involved in the gaming industry were subjected to a campaign of harassment, including invasions of privacy and threats of death and rape.



[For more of this story, written by Brendan Maher, go to http://www.nature.com/news/can...ic-behaviour-1.19647]

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