Sexual harassment in online video games is not an isolated phenomenon; It is part of the daily experience of many players. According to the Gamevictim research project, led by Miguel Hernández de Elche University (UMH), One in five players has suffered sexual harassment in online game environments. The study also reveals that women, LGBTQIA+ people And older players are the groups most affected by various forms of harassment.
Besides, A study From the Complutense University of Madrid shows that 25.5% of respondents have been victims of harassment at some point while they were connected. Gamevictim discovered that sexual harassment It affects approximately 20% of a sample of more than 1800 Spanish players. As for incidents motivated by hatred, such as insults for reasons of race, gender, sexual orientation or political opinions, prevalence ranges between 20% and 30%, depending on the type of aggression.
“Toxicity and harmful behaviors are common in online game environments and They affect a significant percentage of players “points out Mario Santisteban, Professor of Criminal Law of the UMH and one of the project investigators.
Survey data show that being a woman, identifying as LGBTQIA+ or Being an older player significantly increases the probability of victimization. Other influential factors include the number of weekly hours dedicated to playing and the amount of shared personal information.
The investigation team, affiliated with the crymine center for the study and prevention of the crime of the UMH, analyzed four main categories of problematic behavior in online games: Social violence (such as insults and hatred incitement), sexual harassment, economic abuse and problematic behavior in the game.
The results show that these experiences have real consequences: anxiety, low self -esteem, mental health problems and even the abandonment of the game. In addition, many victims end up reproducing toxic behaviors. That is to say, Players who are insulted for personal or ideological reasons are more likely to insult others in the same waywhich reinforces a cycle of violence within the communities of players.
These findings are based on previous studies of the same team, including A study Published in the European Journal on Criminal Policy and Research in 2023. In that study, Gamervictim scientists They analyzed 328 game games online League of Legends and discovered that 70 % of the players were exposed to some kind of toxic behaviorbeing the complaints and constant insults the most frequent. While the most severe hate messages were less common, the study warned about the normalization of disruptive behavior and its implications for moderation of content.
“The competitive games that face two teams, such as the multiplayer of battle sand, They tend to concentrate high toxicity levels -Add Santisteban -. These environments gather many users in limited digital spaces with ineffective control systems, which facilitates disruptive or violent behavior. ”
Even so, Santisteban emphasizes that we know very little about what happens in most online games, so studies such as Gamervictim are crucial. In response to these findings, The research team argues that game developers should be more active in user protection.
“They are in the best position to adapt the design of games and implement preventive measures -concludes Santisteban -. Proposed solutions include automated detection systems, practical denunciation tools and incentives for prosocial behavior”