![]() ![]() In industry interviews we found that some players even opt-out of voice chat altogether in these game formats and use text chat, a ping system, or no communications at all while playing. This is an important finding because it goes beyond simply identifying the rate of toxicity, but also captures player sentiment about severity by communication channel. The different UGC categories were all rated similarly. In-game play was rated second worst to voice chat, followed by text chat in third. We asked online gamers to rate three categories of UGC, in-game play, and voice and text chat separately on a 0-5 scale indicating the severity of the toxicity problem. It turns out that these problems are worst in voice chat. Sexually explicit language, swear words, terms considered to be hate speech, some forms of trolling, and other categories combined with other forms of harassment all negatively impact player experience. Toxic behavior is a broader category that includes activities that undermine the player experience more generally but may not be directed at a specific player or overtly intended to do harm. In addition, there are several forms of harassment ranging from bullying and griefing to sexual harassment and doxing. Harassment has a legal definition that varies around the world but it is directed and intentional. However, when we set out to learn more, it became clear that surveys typically only asked about overall voice chat incidents and did not dig deeper to understand the nuances of the problem.įor example, we wanted to differentiate between harassment and other forms of toxic behavior. Several previous studies have identified voice chat as a current and growing problem for harassment and toxic behavior in online games. We hope that the new report can be helpful for game developers working to improve player experience by reducing the incidence of toxic behavior. Speechly commissioned the research after learning from game makers that they had very little information about user voice chat experience beyond player submitted complaints and anecdotal evidence posted in social media. The data are included in a 60-page report developed by Speechly and Voicebot Research that includes nearly 50 charts and diagrams. They also said that voice chat was the channel with the biggest toxic behavior problem, beating out text-chat, in-game play, and user-generated content (UGC) by significant margins. ![]() online game players said they had experienced a toxic behavior incident in voice chat. In a new national consumer survey, about half of U.S.
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