scholarly journals Harsh Words and Deeds: Systematic Content Analyses of Offensive* User Behavior in the Virtual Environments of Online First-Person Shooter Games

2017 ◽  
Vol 10 (2) ◽  
Author(s):  
Adrienne Holz Ivory ◽  
James D. Ivory ◽  
Winston Wu ◽  
Anthony M. Limperos ◽  
Nathaniel Andrew ◽  
...  

While the virtual environments of online games can foster healthy relationships and strong communities, some online games are also marred by antisocial and offensive behavior. Such behavior, even when relatively rare, influences the interactions and relationships of users in online communities. Thus, understanding the prevalence and nature of antisocial and offensive behaviors in online games is an important step toward understanding the full spectrum of healthy and unhealthy interactions and relationships in virtual environments. Extensive research has explored video game content produced by game developers, such as violence, profanity, and sexualized portrayals, but much less research has systematically examined potentially problematic content produced by players in online games. While potential effects of antisocial and offensive online game content are not well understood, a first step toward exploring this concern is systematic documentation of offensive user-generated content in online games. To that end, two large-scale content analyses measured a range of offensive user-generated content, including utterances, text, and images, from a total of more than 2,500 users in popular first-person shooter video games. Findings indicated that some content, such as profanity, was frequent among users who spoke during games. More offensive and potentially harmful content, such as racial slurs, was proportionally very rare, but frequent enough to be encountered often by regular players. Results of this initial investigation should be interpreted tentatively, do not suggest that relationships in online shooter games lack healthy elements, and should not be generalized to other online game communities until further research is conducted.* Note: This paper contains strong language which may be offensive to some readers.

2016 ◽  
Vol 10 (2) ◽  
Author(s):  
Adrienne Holz Ivory ◽  
James D. Ivory ◽  
Winston Wu ◽  
Anthony M. Limperos ◽  
Nathaniel Andrew ◽  
...  

Extensive research has examined the prevalence and potential effects of potentially harmful video game content produced by game developers, such as violence, profanity, and sexualized portrayals, but much less research has systematically examined the large range of potentially problematic content produced by players in increasingly popular online games. This player-generated content may actually be of more social concern than content programmed in the games, as it is largely undocumented and unaddressed by industry ratings and consumer advisory groups. While potential effects of such antisocial and offensive online game content are not well understood, a first step toward exploring this concern is systematic documentation of offensive user-generated content in online games. To that end, a pair of large-scale systematic content analyses documented a range of offensive user-generated content, including utterances, text, and images, from a total of more than 2,500 users in popular first-person shooter video games. Findings indicated that some content, such as profanity, were frequent among users who spoke during games. More offensive and potentially harmful content such as racial slurs was proportionally very rare but frequent enough to be encountered often by regular game players. Implications for further research and practice are discussed. Results should be interpreted tentatively based on this relatively unprecedented systematic investigation, should not be interpreted as evidence that online shooter games are harmful or lack healthy elements, and should not be extrapolated to other online game genres and communities until further research is conducted.


Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

The depiction of violence is the focus of many content analyses of video games. Typically, the occurrence and nature of acts of violence or aggression are coded to quantify the amount of violent content in a particular game.   Field of application/theoretical foundation: Quantifying the amount of violence in video games can inform media effects research that looks at the relationship between the exposure to violent video game content and aggression. This allows for more precise measures and hypotheses than simply coding a game as violent or nonviolent which is often done in experimental research in this area. What is commonly coded in content analyses of violent content in video games is the number and nature of aggressive or violent actions. Specific attributes of these acts, such as their realism, graphicness or (narrative) justification (Tamborini et al., 2013) are only considered in a few studies (e.g., Lachlan et al., 2005). While the focus in most studies is on acts of physical aggression/violence in interactions with/between game characters, there are also studies that have investigated verbal aggression between players (Holz Ivory et al., 2017).   References/combination with other methods of data collection: Content analysis of violence in video games can be complemented by survey data asking players about the games they play and their rating of the degree of violence they contain and/or age rating from institutions like ESRB or PEGI (see Busching et al., 2015).   Example studies Coding material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) Video recording of playing session Number and duration of violent interactions (attacking and being attacked) (a) combat: “periods of playing time in which a player [i.e., the character controlled by the player] fires his gun” (p. 1021) (b) “under attack–the player is attacked by an opponent before or after using his own weapon” (p. 1022)  Distinct phases/events in up to 12 minutes of solo play of the first-person shooter game Tactical Ops: Assault on Terror Weber et al., 2009 (Cohen’s kappa = 0.81) Video recording of the whole game Depictions of injury (present/not present) “An injured or dead character lying on the ground or remnants of blood from a known violent act” (p. 403) 1-second intervals of the game recordings Thompson, Tepichin, & Haninger, 2006 (Cohen’s kappa = 0.93) Video recording of the whole game Depictions of violent acts (present/not present) “Intentional acts in which the aggressor causes or attempts to cause physical injury or death to another character” (p. 403) 1-second intervals of the game recordings Thompson, Tepichin, & Haninger, 2006 (Cohen’s kappa = 0.93) Video recording of the first 10 minutes of gameplay Depicted harm/pain (none, mild, moderate, extreme) in aggressive exchanges between in-game characters “physical injury or incapacitation of the victim” (p. 64) “an aggressive exchange that occurs between a perpetrator (P) engaging in a particular type of act (A) against a target (T)” (p. 63) Smith, Lachlan, & Tamborini, 2003 (coefficient according to “Potter and Levine-Donnerstein's (1 999) reliability formula for multiple coders”, p. 65: 0.87)   References Busching, R., Gentile, D. A., Krahé, B., Möller, I., Khoo, A., Walsh, D. A., & Anderson, C. A. (2015). Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany. Psychology of Popular Media Culture, 4(2), 97–111. https://doi.org/10.1037/ppm0000004 Holz Ivory, A., Ivory, J. D., & Wu, W. (2017). Harsh Words and Deeds: Systematic Content Analyses of Offensive User Behavior in the Virtual Environments of Online First-Person Shooter Games. Journal of Virtual Worlds Research, 10(2), 19. Lachlan, K. A., Smith, S. L., & Tamborini, R. (2005). Models for aggressive behavior: The attributes of violent characters in popular video games. Communication Studies, 56(4), 313–329. https://doi.org/10.1080/10510970500319377 Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58–76. https://doi.org/10.1207/s15506878jobem4701_4 Tamborini, R., Weber, R., Bowman, N. D., Eden, A., & Skalski, P. (2013). “Violence is a many-splintered thing”: The importance of realism, justification, and graphicness in understanding perceptions of and preferences for violent films and video games. Projections, 7(1), 100–118. https://doi.org/10.3167/proj.2013.070108 Thompson, K. M., Tepichin, K., & Haninger, K. (2006). Content and ratings of mature-rated video games. Archives of Pediatrics & Adolescent Medicine, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Weber, R., Behr, K.-M., Tamborini, R., Ritterfeld, U., & Mathiak, K. (2009). What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis. Journal of Computer-Mediated Communication, 14(4), 1016–1037. https://doi.org/10.1111/j.1083-6101.2009.01479.x


Author(s):  
Chuck Huff ◽  
Deborah G. Johnson ◽  
Keith W. Miller

In traditional communities, some actions are widely regarded as bad and unethical. But in online “communities,” the virtual analog of those actions may not be regarded with the same clarity. Since “virtual” behaviors are distinct from ordinary acts, they require further analysis to determine whether they are right or wrong. In this chapter we consider an incident on the Internet that illustrates this confusion. The incident centered on a virtual act of sexual violence. This “rape in cyberspace,” reported by Julian Dibbell in 1993, has generated questions about the significance of behaviors in virtual reality environments. We use the case to explore the moral nature of actions in virtual environments, emphasizing the themes of harm and responsibility. We then offer some tentative lessons to be learned and, finally, apply the lessons to virtual sex and to first-person shooter computer games.


2014 ◽  
Vol 7 (2) ◽  
Author(s):  
T. Franklin Waddell ◽  
James D. Ivory ◽  
Rommelyn Conde ◽  
Courtney Long ◽  
Rachel McDonnell

Based on previous research indicating that character portrayals in video games and other media can influence users’ perceptions of social reality, systematic content analyses have examined demographic trends in the way video game characters are portrayed. Although these studies have extensively documented character portrayals in traditional console and computer video games, there is a lack of content analyses examining character portrayals in the very popular massively multiplayer online game (MMO) genre. Such studies are needed because many characters in MMOs are customized avatars created by users, which may lead to different trends in character demographics. This content analysis examined representations of gender and race among 417 unique characters appearing 1,356 times in 20 hours of recorded content from four popular commercial MMOs, which was generated by five recruited users. Characters tended to be disproportionately male and white, with females and racial minorities appearing much less often. Implications for potential effects on users’ perceptions of social reality are discussed.


1993 ◽  
Vol 2 (4) ◽  
pp. 297-313 ◽  
Author(s):  
Martin R. Stytz ◽  
Elizabeth Block ◽  
Brian Soltz

As virtual environments grow in complexity, size, and scope users will be increasingly challenged in assessing the situation in them. This will occur because of the difficulty in determining where to focus attention and in assimilating and assessing the information as it floods in. One technique for providing this type of assistance is to provide the user with a first-person, immersive, synthetic environment observation post, an observatory, that permits unobtrusive observation of the environment without interfering with the activity in the environment. However, for large, complex synthetic environments this type of support is not sufficient because the mere portrayal of raw, unanalyzed data about the objects in the virtual space can overwhelm the user with information. To address this problem, which exists in both real and virtual environments, we are investigating the forms of situation awareness assistance needed by users of large-scale virtual environments and the ways in which a virtual environment can be used to improve situation awareness of real-world environments. A technique that we have developed is to allow a user to place analysis modules throughout the virtual environment. Each module provides summary information concerning the importance of the activity in its portion of the virtual environment to the user. Our prototype system, called the Sentinel, is embedded within a virtual environment observatory and provides situation awareness assistance for users within a large virtual environment.


2011 ◽  
Vol 12 (1) ◽  
Author(s):  
Krystyna A Mathiak ◽  
Martin Klasen ◽  
René Weber ◽  
Hermann Ackermann ◽  
Sukhwinder S Shergill ◽  
...  

Nordlit ◽  
2019 ◽  
Author(s):  
Jaroslav Švelch

The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.


2014 ◽  
Vol 12 (3) ◽  
pp. 360-376 ◽  
Author(s):  
Carrie Elizabeth Andersen

In this article, I argue that the first-person shooter video game, Call of Duty: Black Ops II, reflects the U.S. military‟s transition as it reimagines the soldier‟s role in war. In the age of drone technology, this role shifts from a position of strength to one of relative weakness. Although video games that feature future combat often “function as virtual enactments and endorsements for developing military technologies,” Black Ops II offers a surprisingly complex vision of the future of drones and U.S. soldiers (Smicker 2009: 107). To explore how the game reflects a contemporary vision of the U.S. military, I weave together a close textual reading of two levels in Black Ops II with actual accounts from drone pilots and politicians that illuminate the nature of drone combat. Although there are moments in Black Ops II in which avatars combat enemies with first-hand firepower, the experience of heroic diegetic violence is superseded by a combat experience defined by powerlessness, boredom, and ambiguous pleasure. The shift of the soldier from imposing hero to a banal figure experiences its logical conclusion in Unmanned, an independent video game that foregrounds the mundane, nonviolent nature of drone piloting. Instead of training soldiers to withstand emotionally devastating experiences of death and violence first-hand (or to physically enact such violence), games like Black Ops II and Unmanned train actual and potential soldiers to tolerate monotony and disempowerment.


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