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ADL-2019年网络游戏体验调查报告(英文)-2019.7-48页.pdf

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Free to Play?Hate, Harassment and Positive Social Experiences in Online GamesJULY 2019Our Mission: To stop the defamation of the Jewish people and to secure justice and fair treatment to all.ABOUT Center for Technology & SocietyIn a world riddled with cyberhate, online harassment and misuses of technology, the Center for Technology & Society (CTS) serves as a resource to tech platforms and develops proactive solutions. Launched in 2017 and headquartered in Silicon Valley, CTS aims for global impacts and applications in an increasingly borderless space. It is a force for innovation, producing cutting-edge research to enable online civility, protect vulnerable populations, support digital citizenship and engage youth. CTS builds on ADL’s century of experience building a world without hate and supplies the tools to make that a possibility both online and off-line.ADL (Anti-Defamation League) fights anti-Semitism and promotes justice for all. Join ADL to give a voice to those without one and to protect our civil rights.Learn more: adl.orgThanks to Christina Ingersoll for her significant contributions to authoring this report. Free to Play?Hate, Harassment and Positive Social Experiences in Online GamesJULY 2019Word cloud of text in open survey responses to ADL/Newzoo 2019 Online Game Survey by Grant Vousden-Dishington.ContentsExecutive Summary6Introduction9Methodology14Results15Recommendations29Positive Social Experiences15For the Game Industry29For Civil Society33For Government35Hate & Harassment18Positive Social Experiences by Game17Identity or Hate-Based Harassment19Harassment by GamePlayer Participation in Harassment1923Extremism, Conspiracy Theories and Disinformation 24The Impact of Hate and Harassment on Players25Player Attitudes and Suggestions for Industry28Appendix 136Appendix 240Endnotes41Descriptions of GamesDisruptive Behavior DescriptionsContents6Executive SummaryThis report explores the social interactions and experiences of video game players across America and details their attitudes and behaviors in a rapidly growing social space. Globally, video games are a $152 billion industry. Fifty-three percent of the total population of the US and 64 percent of the online population of the US play video games.1 Video games have functioned as social platforms over the past three decades, where players around the world have interacted with one another while playing video games online. Like in other social platforms, these interactions can be both personally enriching as well as harmful. In this report we provide an analysis of key findings from a nationally representative survey designed by ADL in collaboration with Newzoo, a data analytics firm focusing on games and esports. The survey found that 88 percent of adults who play online multiplayer games in the US reported positive social experiences while playing games online. The most common experiences were making friends (51%) and helping other players (50%). The games in which players most reported positive social experiences were World of Warcraft (59%), Minecraft (55%), NBA 2k (51%), Overwatch (49%), Counter-Strike: Global Offensive (48%) and Fortnite (47%).In spite of these findings, harassment is quite frequent and should give the industry pause. Seventy-four percent of adults who play online multiplayer games in the US experience some form of harassment while playing games online. Sixty-five percent of players experience some form of severe harassment, which includes physical threats, stalking and sustained harassment. Alarmingly, nearly a third of online multiplayer gamers have been doxed (29%).2 The games in which the greatest proportion of players experience harassment are Dota 2 (79% of players of the game), Counter-Strike: Global Offensive (75%), Overwatch (75%), PlayerUnknown’s Battlegrounds (75%) and League of Legends (75%).Globally, video games are a $152 billion industry. 53% of the total population of the US and 64% of the online population of the US play video games.Free to Play? | Hate, Harassment and Positive Social Experiences in Online Games7Fifty-three percent of online multiplayer gamers who experience harassment believe they were targeted because of their race/ethnicity, religion, ability, gender or sexual orientation. Thirty eight percent of women and 35 percent of LGBTQ+ players reported harassment on the basis of their gender and sexual orientation, respectively. Approximately a quarter to a third of players who are black or African American (31%), Hispanic/Latinx (24%) and Asian-American (23%) experience harassment because of their race or ethnicity in an online multiplayer game. Online multiplayer gamers are also targeted because of their religion: 19 percent of Jews and Muslims also report being harassed.3 Twenty-three percent of online multiplayer gamers who have been harassed either avoid certain games due to a game’s reputation for having a hostile environment while 19 percent have stopped playing certain games altogether...

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ADL-2019年网络游戏体验调查报告(英文)-2019.7-48页.pdf

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