Sky Tunley-Stainton
Partnerships & Training Manager, Safe In Our World
Rosie Taylor
Content & Community Manager, Safe In Our World
Games have the potential to create spaces where players can escape, feel belonging and evoke powerful emotions and experiences through storytelling.
Despite the positive aspects, players consistently encounter toxicity online, whether through harassment, discrimination, racism or other means. Studies show that 28–48% of players will leave a game after experiencing toxicity (ADL, 2022; Unity, 2023), making this not just a moral case but a financial case for organisations to take online safety seriously and protect their player bases.
What draws people to games?
People play games for many reasons (not just because they’re fun), but certain aspects make some games more appealing than others.
- Representation: Can players see themselves in the game? This could include character customisation options, settings and narratives that are reflective of the player base and community.
- Accessibility: Can players engage with and play the game? Try to think about not just physical accessibility but emotional wellbeing, content warnings, etc.
- Honesty: Is there transparency around development, content, themes, values or expectations from the community?
- Tone and language: How do you talk about mental health as an organisation or in-game?
- Community: Is there a welcoming, moderated, celebrated community that aligns with organisational values?
- Reputation: Does the game have a reputation for toxic communities and poor conduct, or is the community team known for positivity and accountability?
Many players are attracted to games
that make them feel positive or included.
What deters people from games?
Seeing games communities being co-opted for toxicity is a common occurrence, especially for games with online features. While we know that these same features can promote a sense of community and camaraderie, they can also create unsafe environments for many players.
Anti-Defamation League’s (ADL) ‘Hate is No Game’ report shows that 71% of adult players have experienced abuse including physical threats, stalking and harassment while gaming (ADL, 2022). Many players are attracted to games that make them feel positive or included, so encountering online spaces in which these values are not taken seriously is a surefire way to cause someone to second guess.
What can you do to foster positivity?
There are ways to protect your communities from harm. Foremost is setting a standard — and communicating and maintaining it. To understand what goes into these standards, employ diverse perspectives, be willing to listen and change as necessary. There is no ‘catch-all’ solution to countering toxicity, but proactively seeking input from your team and community can go a long way to enact positive change.