Why the shift online means the gaming industry needs to offer a great experience to all players
Gamers spend two-thirds of their time playing video games online–with real players over the internet.
Nearly 3 out of 4 gamers expect online gaming to be a larger part of their gaming experience in the future.
The evolving gaming universe
This is the second in a series of three articles exploring gaming’s explosive growth. In this article we explore some of the challenges that such rapid growth, and the shift to gaming online, generates.
When “trash talk” becomes inappropriate behavior
say they have experienced threats (e.g. aggressive or toxic voice or text chat)
say they have experienced gender-based bullying (e.g. sexist comments)
say they have experienced hate speech (e.g. racism, homophobia, transphobia)
Virtual world, real consequences
of gamers want companies to do more to prevent toxic behavior and bullying.
of gamers think companies are doing the right amount to prevent toxic behavior and bullying.
of gamers are more likely to play if the game is moderated to eliminate toxicity and bullying.
of gamers are more likely to play if the game provides easy methods to report toxicity and bullying.