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networking: the percentage of players who often or sometimes make new friends while playing online multiplayer games has increased from 57 percent in 2016 to 80 percent in 2019. this may be explained by the rise of social media platforms like facebook, which allow players to find new friends.
more than half of players (53%) have experienced a negative online multiplayer game community or environment, where other players have acted in ways that made them feel left out or isolated. players who often or sometimes find that they are left out of online multiplayer games are more likely to find it helpful to have mentors (61%) and partners (64%) available when they need support.
while there are many positive social experiences in online multiplayer games, players are less likely to feel they belong to a community or find themselves mentored when they need help. this is an issue that has not been mentioned in previous studies.
we asked players about several in-game features that they feel are most effective in addressing harassment, as well as why they do or do not use some of them. as shown in table 1, most players (81%) use or have used in-game features to report other players for stalking, bullying, or other forms of harassment. nearly one-quarter (23%) of players with children use in-game features to address harassment in online multiplayer games. nearly three-fourths of those who reported harassment said that in-game features helped them report harassment (74%), and about half of those who did not report harassment said that in-game features did not help them report harassment (52%). some players did not report harassment because they were not aware of in-game features that could help them (39%), or because they thought the game developer could not or would not address their report (24%). those who do not use in-game features to report harassment cite several reasons, including that they did not know about the in-game features, they did not see any meaningful action taken when they previously reported harassment, or they did not want to waste their time reporting harassment.
furthermore, we looked at how often participants experienced slurs, offensive content, and harassment in-game. in the last two years, we asked respondents about the types of racially and sexually offensive content they’ve been exposed to and whether they’d been asked to participate in such content. we also asked the same questions about being targeted with slurs, sexist content, and sexually explicit content. we calculated the amount of time spent playing per week as well as the total number of hours spent playing in our survey. we also asked respondents about their thoughts on the prevalence of slurs and content in online games. as seen in the graph above, the increased amount of time spent playing online games was prevalent amongst all groups. the increases in the amount of hours played were the largest amongst the groups. we also found that a majority of gamers- especially male players- were more likely to be exposed to slurs than those who were female. we also found that a majority of participants- especially female players- were more likely to be asked to participate in racist and sexually explicit content, and a majority of all groups were more likely to be exposed to sexually explicit content than slurs. we wanted to examine how gamers are handling the increased amount of time spent playing. in the previous two years, we found that two-thirds of gamers reported playing less video games, and that a majority of online multiplayer gamers play less due to the coronavirus pandemic. we wanted to know if online multiplayer gamers were spending more time playing games due to the pandemic, or if they were in general less likely to play games. ۵ec8ef588b