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Discrimination and harassment on the rise in online games

Discrimination and harassment on the rise in online games

A survey by ADL-Newzoo highlights a worrying increase in discrimination And harassment in the online video games. The 60% of adolescents in the United States revealed that he was harassed while playing. Let’s find out all the details.

Harassment on the rise in online video games

2021 saw a significant increase in some types of harassment in the spaces of online game, according to a new Anti-Defamation League poll conducted in conjunction with Newzoo. The survey covered more than 2,200 American players up to the age of 45 playing online multiplayer titles. Almost 550 of them are between 13 and 17 years old.

L’83% of adults said he was harassed while ******** online for the past six months, while the 60% of adolescents he said the same.

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The most common form of identity-based harassment was targeting women, just like in previous years the ADL conducted this survey. However, the percentage of people reporting such harassment has risen since 41 to 49% this year.

Other groups that saw an increase in identity-based harassment were the black players (42% this year compared to 31% last year) and i Asian players (38% from 26%).

This identity-based harassment occurred despite the 37% of people said to always hide your identity when playing online. Another 37% said they did it at times.

The most problematic video games

As for the games that favored the most problems, Valorant And Dota 2 are at the top of the list for the second consecutive year, with the 79% and 78% of the playersrespectively, who reported harassment in the game.

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Minecraft was playing with the lower percentage of players who reported harassment. However, even in that case it was an experience shared by 46%.

The percentage of players who reported having stopped playing to certain titles due to the disruptive behavior of the players is also increased for the second consecutive yearuntil the 27% from 22% of last year.

Valorant And call of Duty they shared the title for turning away the most players. The 42% players in each game said they became more attentive or stopped playing completely due to the behavior of other players during games.

The survey also reported increasing cases of doxing (personally identifiable information made public) e swatting (a stranger making a false report to the emergency services about someone). Last year the 13% of respondents said they had been doxed and the 12% said they were swatted. This year the numbers were 22% and 20%.