Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler
{"title":"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?","authors":"Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler","doi":"10.4337/IELR.2020.02.00","DOIUrl":null,"url":null,"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.","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Video games: flagships of digital colonialism or solitary beacons of creative freedom and diversity?\",\"authors\":\"Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler\",\"doi\":\"10.4337/IELR.2020.02.00\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":36418,\"journal\":{\"name\":\"Interactive Entertainment Law Review\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Interactive Entertainment Law Review\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4337/IELR.2020.02.00\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Interactive Entertainment Law Review","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4337/IELR.2020.02.00","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
Video games: flagships of digital colonialism or solitary beacons of creative freedom and diversity?
• 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.