Toxicity within the gaming community is a growing social issue. It happens when a person has a bad attitude and behavior in online gaming. Behaving in this way can make other players feel ganged up on, underestimated, or undervalued. “Sexist, racist, ableist, homophobic language has been normalized as a way of getting under the skin of other players, whether it’s text chat or voice chat.”.
Online gaming is typically male dominated, but out of the females who play, 87% are verbally attacked and harassed in game. 62% of gamers are verbally attacked while participating in online games due to their race.
Cyberbullying can be detrimental to mental health, just like normal bullying. People can become depressed, or feel anxious or unwanted. Adults may have thicker skin, and will likely cope better with cyberbullying. Young children, who are still mentally developing, can go down a dark path when they have a lot of exposure to online gaming.
My social issue clock, presentation, exhibit, and final book have all gone in depth to look at this social issue, and I think they clearly depict what I have been trying to portray across to my audience. I think by injecting real situations into the presentation, people are able to try to understand how these situations occur and how they can affect other people. Although many game developers have attempted to curb the amount of online toxicity, it is a very difficult social issue to tackle and try to fix. I hope that my projects bring awareness and show others why this topic needs more people trying to mend it.