The Toxic Cost of Cheap Usernames: Re-Applying Friedman and Resnick's Framework in Competitive Video Game Networks

Sarah Chen
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Abstract

Toxicity in video games, acting in a rude, abusive, bullying, or deliberately losing manner, ruins competitive team-based video game experiences for everyone involved. Companies are experimenting with the detection, regulation, and bans of toxic players. Regulation attempts are foiled by the ease with which players can switch accounts by creating new profiles to evade consequences. This paper applies the framework of Friedman and Resnick (2001), “The Social Cost of Cheap Pseudonyms”, to address the reputational and repetition cost of online pseudonyms in the niche environment of video game toxicity. Four potential solutions are discussed in the context of modern video game regulation: resource-intensive account set-up, paid dues, real-world identification, and a once-in-a-lifetime identification system that creates a permanent, traceable record of toxicity. The paper covers the strengths, weaknesses, feasibility, implementation challenges, and player impact of the potential implementation of these solutions in video game networks.
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廉价用户名的有毒代价:在竞争激烈的电子游戏网络中重新应用弗里德曼和雷斯尼克的框架
视频游戏中的 "有毒 "行为,即粗鲁、辱骂、欺凌或故意输掉比赛的行为,会破坏每个人参与的团队竞技视频游戏体验。各公司正在尝试对有毒玩家进行检测、监管和封禁。由于玩家很容易通过创建新的个人资料来切换账户以逃避后果,因此监管尝试受到挫败。本文应用 Friedman 和 Resnick(2001 年)的 "廉价假名的社会成本 "框架,探讨在电子游戏毒性的小众环境中,在线假名的声誉成本和重复成本。在现代电子游戏监管的背景下,讨论了四种潜在的解决方案:资源密集型账户设置、付费会费、真实世界身份识别,以及建立永久、可追溯毒性记录的一生一次身份识别系统。论文涵盖了这些解决方案在电子游戏网络中潜在实施的优势、劣势、可行性、实施挑战和对玩家的影响。
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