We are also introducing the first of a series of resources to help developers get started or improve their current practices: Root Cause-Why does it happen? What does it express?.Impact-Who is affected by it, and in what ways? What are the consequences?.Delivery Channel-Where does it happen in and around online games?.The Framework centres on four key axes of disruptive conduct we see as an industry across our gaming ecosystem: Together, experts from both organizations strove to capture, catalogue, and synthesize the depth and breadth of behavioural issues that we see in games, known best practices (with more to follow), and incorporate the experience from those in related fields in addressing hate, harassment and antisocial behaviour in digital spaces. Production of this Framework was a collaborative effort between the Fair Play Alliance and the Anti-Defamation League's (ADL’s) Center for Technology and Society (CTS). Given the critical nature of these issues, we hope developers will read this Framework and equip themselves with a deeper understanding of the problems and roles any of us can take to protect, support, and enhance player experiences. While not everyone will want to dive in extensively, we anticipate that anyone working in this space, or making decisions impacted by these issues, will find this framework informative. Us! This Framework is made in large part by the gaming industry for the gaming industry. Together as an industry, we must continue to create safe, inclusive spaces that allow players to be their authentic selves and celebrate the joy of playing together. By striving for a shared foundation, we unlock further collaboration and better alternatives to bring out the best in not just our games and communities, but society overall. We will continue to identify and lift up our industry's efforts and best practices, develop and share new resources, and iterate and improve the Framework with your help. To everyone who has helped us get here: Thank you for your dedication to players everywhere. Numerous hours have gone into interviews, working groups, research, synthesis, writing and iteration. This iteration of the Framework is the result of input from hundreds of developers and specialists worldwide in the gaming industry, civil society, and academia. It also would not exist without the growing number of studio efforts to help change how games are made and to promote safe and positive play environments for everyone. This project would not have been possible without the tireless efforts of many developers, community managers, and workers in varied roles across the industry to better understand and support players. While it is clear that there is much work ahead as developers, there is also much to celebrate. The result is a comprehensive framework detailing what we know about such conduct, including root causes and is the first in a series of resources that operationalise this knowledge. To synthesize our understanding of behavioural issues in gaming today, the Disruption and Harm in Gaming Framework arose through an unprecedented and global collaboration among the gaming industry, with support from leading researchers and civil society organizations.
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