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From Avoidance to Action: A Call for Open Dialogue on Hate, Harassment, and Extremism in the Gaming Industry 从回避到行动:呼吁就游戏产业中的仇恨、骚扰和极端主义开展公开对话
Pub Date : 2024-04-13 DOI: 10.1145/3656559
Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
Over the last decades, digital games have become increasingly important for social connection and community building. However, the features that make games fantastic spaces for social connection also harbor toxicity including hate, harassment, and the propagation of extremist ideologies. Despite the growing prevalence of these issues, there has been a lack of public-facing efforts from the gaming industry to address these concerns. One roadblock in particular has been the challenge of initiating open dialogue about these topics. In this study, we conducted focus groups with professionals across the game industry to facilitate discussions about the solutions and barriers they see in addressing the challenges associated with hate harassment, and extremist ideologies in gaming spaces. Several barriers were identified, as well as actionable solutions for the industry's future.
在过去的几十年里,数字游戏在社会联系和社区建设方面变得越来越重要。然而,使游戏成为绝佳社交空间的功能也蕴藏着毒性,包括仇恨、骚扰和极端主义意识形态的传播。尽管这些问题越来越普遍,但游戏行业却缺乏面向公众的努力来解决这些问题。其中一个特别大的障碍就是如何就这些问题展开公开对话。在这项研究中,我们与整个游戏行业的专业人士进行了焦点小组讨论,以促进他们讨论在应对游戏空间中与仇恨骚扰和极端主义意识形态相关的挑战时所看到的解决方案和障碍。我们发现了一些障碍,并为游戏行业的未来提出了可行的解决方案。
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引用次数: 0
Unpacking the Dynamics of Harm in Game Cheating Communities: A Guiding Framework for Cross-Industry Intervention 解读游戏作弊社区的危害动态:跨行业干预指导框架
Pub Date : 2024-04-12 DOI: 10.1145/3656558
Selina Cho, Jonathan Lusthaus, Ivan Flechais
As a part of the broader investigation into the social dynamics within game cheating communities, this study sheds light on the risks faced by users that surpass the conventional boundaries of gaming environments. Drawing on insights from interviews with 70 individuals with cheating experiences and a literature review, we present a framework that categorises the observed social dynamics into four distinct collectives, each varying in size and characteristics. This framework offers a nuanced perspective on how individuals engage with cheating, portraying these communities as complex networks with potential victims and perpetrators, rather than mere assemblies of rule-breakers. Through expert feedback, we evaluate the applicability of our framework in practice, and identify three areas of concern that warrant attention by both the gaming industry and broader sectors: the pervasiveness of toxic behaviours, the absence of ethical boundaries, and the oversight of supporting roles that facilitate cheating. This research surfaces the need for targeted strategies to safeguard players who are not adequately covered by traditional safety measures in gaming.
作为对游戏作弊社区内部社会动态的广泛调查的一部分,本研究揭示了用户在游戏环境中面临的超越传统界限的风险。通过对 70 名有作弊经历的个人进行访谈并查阅文献,我们提出了一个框架,将观察到的社会动态分为四个不同的集体,每个集体的规模和特征各不相同。这一框架从细微处透视了个人如何参与作弊,将这些群体描绘成具有潜在受害者和实施者的复杂网络,而不仅仅是规则破坏者的集合体。通过专家反馈,我们评估了我们的框架在实践中的适用性,并确定了值得游戏行业和更广泛领域关注的三个方面:有毒行为的普遍性、道德界限的缺失以及对助长作弊行为的辅助角色的监督。这项研究表明,有必要制定有针对性的战略,以保护那些未被传统游戏安全措施充分覆盖的玩家。
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引用次数: 1
Extremist Activities in Digital Gaming Spaces: Challenges and Opportunities for Counter-extremism 数字游戏空间中的极端主义活动:打击极端主义的挑战与机遇
Pub Date : 2024-03-18 DOI: 10.1145/3649810
Linda Schlegel
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引用次数: 0
At the Nexus of Gaming and Extremism 游戏与极端主义的结合点
Pub Date : 2024-03-18 DOI: 10.1145/3643805
Jessica White, Galen Lamphere-Englund
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引用次数: 0
Co-Creating Transformative Futures through the Lens of Deep Game Design 通过深度游戏设计共同创造变革性未来
Pub Date : 2024-03-18 DOI: 10.1145/3643026
Doris C. Rusch
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引用次数: 0
Museum-inspired Video Games as a Symbolic Transitional Justice Policy: Overview, Concepts and Research Directions 博物馆启发的电子游戏作为一种象征性的过渡时期司法政策:概述、概念和研究方向
Pub Date : 2024-03-12 DOI: 10.1145/3651279
Stefania Stamou, K. C. Apostolakis, S. Ntoa, G. Margetis, C. Stephanidis
Video games are maturing as a medium to tell stories inspired by historical struggles and real-life experiences. In this regard, they could work as a mechanism in Transitional Justice pursuit. In this paper, we argue that games can become agents for promoting education, reconciliation and healing. We hence identify means by which museums and video games create empathy, reported in recent literature, and draw inceptive parallels between museum space design philosophies and design choices in modern video game experiences. Finally, we identify in the literature that there is a lack of a framework bringing together experts in memory and heritage studies with game developers, to derive guidelines for developing empathy-inducing games around sensitive topics. Thus, we propose a methodological approach on the creation of such a framework. This framework would instrument a collaborative effort to apply domain adaptation of the strategies and design philosophies for memory and Transitional Justice museum exhibitions to video game storytelling frameworks and mechanics.
电子游戏作为一种讲述受历史斗争和现实生活经验启发的故事的媒介,正日趋成熟。在这方面,电子游戏可以作为过渡时期司法的一种机制。在本文中,我们认为游戏可以成为促进教育、和解和康复的媒介。因此,我们确定了近期文献中报道的博物馆和电子游戏产生共鸣的方式,并将博物馆空间设计理念与现代电子游戏体验中的设计选择进行对比。最后,我们在文献中发现,目前缺乏一个将记忆和遗产研究专家与游戏开发人员汇聚在一起的框架,从而为围绕敏感话题开发能引起共鸣的游戏提供指导。因此,我们提出了建立这样一个框架的方法论。这一框架将有助于将记忆和过渡时期司法博物馆展览的策略和设计理念应用于视频游戏的故事框架和机制。
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引用次数: 0
The Game Industry’s Cataclysmic Layoffs: Where Do We Go From Here? 游戏业的大裁员:何去何从?
Pub Date : 2024-03-07 DOI: 10.1145/3651280
Amanda Farough, Michael Futter
The games industry is seeing unparalleled mass layoffs since 2022. Cheap debt, the Covid-19 bubble, investor imprudence, and executive extravagance have produced an unsustainable boom and investment spree that flowed into today’s disastrous bust. For workers in the games industry, collective organization is a difficult but necessary response to ensure a healthier and more resilient future for all.
自 2022 年以来,游戏行业出现了前所未有的大规模裁员。廉价债务、"Covid-19 "泡沫、投资者的轻率和高管的奢侈造成了不可持续的繁荣和投资狂潮,进而引发了今天灾难性的萧条。对于游戏行业的工人来说,集体组织是一个艰难但必要的应对措施,以确保所有人都能拥有一个更健康、更有韧性的未来。
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引用次数: 0
Broomrocket: Open Source Text-to-3D Algorithm for 3D Object Placement 扫帚火箭用于 3D 物体放置的开源文本到 3D 算法
Pub Date : 2024-02-14 DOI: 10.1145/3648233
Sanja Bonic, Janos Bonic, Stefan Schmid
Story writers and other creative professionals often rely on concept artists to visualize and then further iterate on their work during game development and other visualization processes. This exchange and its various stages are time-consuming, and there is no easy remedy for creating a walkable 3D concept art without involving a 3D artist yet. As a first step, we present Broomrocket, an open source text-to-3D algorithm for 3D concept art. Broomrocket’s contribution is an object relation and placement algorithm that transforms user input describing a 3D scene given in plain English language into actual models placed in a 3D scene. It runs locally using an existing downloaded natural language processing model and does not require third party services unless a connection to an online 3D model distribution platform is desired. In that case, Broomrocket will search for the keywords from the user’s narrative input and desired license, and place them in the 3D scene, adding each model’s individual license to a license file for further usage.
在游戏开发和其他可视化过程中,故事编剧和其他创意专业人员经常依赖概念艺术家对其作品进行可视化和进一步迭代。这种交流及其各个阶段都非常耗时,目前还没有一种简便的方法可以在没有三维艺术家参与的情况下创建可行走的三维概念图。作为第一步,我们提出了 Broomrocket,一种用于 3D 概念艺术的开源文本到 3D 算法。Broomrocket 的贡献在于它是一种对象关系和放置算法,能将用户用纯正英语输入的三维场景描述转换为三维场景中实际放置的模型。它使用现有下载的自然语言处理模型在本地运行,不需要第三方服务,除非需要连接到在线三维模型分发平台。在这种情况下,Broomrocket 会从用户的叙述输入和所需许可证中搜索关键字,并将它们放入三维场景中,同时将每个模型的单独许可证添加到许可证文件中,以便进一步使用。
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引用次数: 0
Pokémon GO as an Advertising Platform: The Case for Locative Advertising in Location-Based Games 作为广告平台的 Pokémon GO:定位游戏中的定位广告案例
Pub Date : 2024-02-02 DOI: 10.1145/3641509
John Dunham, Jiangnan Xu, Konstantinos Papangelis, Nicolas LaLone, Michael Saker, David Schwartz
Traditional location-based advertising (LBA), such as billboards and signage, has long been a staple of direct-to-consumer advertising. In recent years, however, the prominence and popularity of location-based games have made digital LBA even more appealing. This paper draws on an original research project devised to explore a notable gap in the literature on locative media: the impacts of LBA on small businesses in the location-based game Pokémon GO . The project was conducted between August and October 2021, employing semi-structured interviews with thirty-five (35) businesses leveraging Niantic’s sponsored location LBA. Our findings indicate that (1) participant businesses found location-based game advertising to be rewarding, (2) LGA can act as an amenity offered by the business, and (3) local community is an essential factor for success in location-based game advertising. In sum, this research demonstrates that local businesses could successfully utilize LGBs like Pokémon GO to advertise themselves.
传统的定位广告(LBA),如广告牌和标牌,长期以来一直是直接面向消费者的广告的主要形式。然而,近年来,定位游戏的兴起和普及使数字定位广告更具吸引力。本文借鉴了一个原创研究项目,该项目旨在探索定位媒体文献中的一个显著空白:定位广告对定位游戏《口袋妖怪 GO》中小企业的影响。该项目于 2021 年 8 月至 10 月间进行,采用半结构化访谈的方式,对 35 家利用 Niantic 赞助的定位 LBA 的企业进行了访谈。我们的研究结果表明:(1) 参与企业认为基于位置的游戏广告是有益的;(2) LGA 可以作为企业提供的一种便利;(3) 当地社区是基于位置的游戏广告取得成功的重要因素。总之,这项研究表明,本地企业可以成功地利用《口袋妖怪 GO》等 LGB 来宣传自己。
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引用次数: 0
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Games: Research and Practice
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