Video games: flagships of digital colonialism or solitary beacons of creative freedom and diversity?

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2020-12-01 DOI:10.4337/IELR.2020.02.00
Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler
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Abstract

• Rampant misogyny through in-game stereotyping of virtual women and often open discrimination of actual women in the industry. • Toxic environments (in game and outside on Twitch and YouTube) where harassment and cyberbullying often targeting women and minorities are widespread. • Aggressive monetisation techniques and targeted addiction as content, especially on mobile devices. It is no surprise that the video game equivalent of closely gated Skinner Boxes can make money through mass victimization. At a certain speed, the hamster wheel inevitably falls off its moorings.
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电子游戏:数字殖民主义的旗帜,还是创意自由和多样性的孤独灯塔?
•游戏中对虚拟女性的刻板印象和行业中对实际女性的公开歧视导致了猖獗的厌女症。•有毒环境(游戏中和Twitch和YouTube上的外部),经常针对女性和少数族裔的骚扰和网络欺凌普遍存在。•激进的货币化技术和有针对性的成瘾内容,尤其是在移动设备上。毫不奇怪,类似于封闭的斯金纳盒子的电子游戏可以通过大规模受害来赚钱。以一定的速度,仓鼠轮不可避免地从系泊处脱落。
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