照顾毒性:美国大学电子竞技项目的挑战和策略

Amanda C. Cote, Andrew Wilson, Jared Hansen, Brandon C. Harris, Md Waseq Ur Rahman, Onder Can, Tara Fickle, Maxwell Foxman
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引用次数: 0

摘要

大学电子竞技项目正在美国迅速扩张,为研究多样性、公平性和包容性提供了一个有意义的场所。因为教育机构必须在法律上为所有学生提供平等的机会,大学电子竞技项目可能需要避免游戏文化长期以来对有毒行为和语言的倾向。与此同时,目前尚不清楚大学项目是否或如何有效地促进多样性、公平性和包容性,这需要进一步探索。通过对大学电子竞技选手、项目主管、比赛组织者和相关学生支持组织成员的31次深度采访,本研究确定了大学电子竞技项目目前在试图防止毒性和鼓励更广泛的关怀和包容文化时面临的四大挑战:(a)“毒性”的定义模糊,(b)其正常化,(c)面临骚扰的人的报告/反应机制不明确,以及(d)大学电子竞技社区的孤立性。我们分别讨论了这些主题及其影响,然后为电子竞技项目提供初步建议,希望能更好地照顾他们的学生。
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Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs
Collegiate esports programs are rapidly expanding across the United States, offering a meaningful location in which to study diversity, equity, and inclusion. Because educational institutions must legally provide equal opportunities for all students, collegiate esports programs may need to avoid gaming culture’s longstanding tendency toward toxic behavior and language. At the same time, it is unclear whether or how effectively collegiate programs currently promote diversity, equity, and inclusion, necessitating further exploration. Drawing on 31 in-depth interviews with collegiate esports players, program directors, tournament organizers, and members of related student support organizations, this research identifies four challenges that collegiate esports programs currently face when trying to prevent toxicity and encourage broader cultures of care and inclusion: (a) ambiguous definitions of “toxicity,” (b) its normalization, (c) unclear reporting/response mechanisms for those facing harassment, and (d) the collegiate esports community’s insularity. We discuss each of these themes and their impacts individually, then provide initial recommendations for esports programs hoping to better care for their students.
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