

A well designed game plants the seeds for that. E.g. trying to avoid toxicity by removing chat vs supporting community hosted/moderated servers.


A well designed game plants the seeds for that. E.g. trying to avoid toxicity by removing chat vs supporting community hosted/moderated servers.


From my quick read through of their methods it seems like they didn’t account very well for the types of games, platforms and demographics. The decade in question saw a massive explosion of gaming as a hobby into the mainstream and, importantly, a strong growth of women in the gaming population.
So as a whole you have games becoming more mainstream to younger (“woke”) audiences and more accessible while the inclusive-biased demographics also blew up. It’s not at all shocking that you’d find more inclusivity there.
A much more interesting study would be separating the gamers from the Gamers. Show me how people playing Splatoon and Animal Crossing compare to the neckbeards living in LoL and HoI4…
Not universally for sure, Gen-Z men are especially problematic. But the sweaty dudes have become a minority of gamers, and I would expect broad-stroke “gamer” world views to reflect the influx of other demographics.
That’s what I’d like to see more of in this research. Cut it by age cohort, gender, income, genres of game, years in the hobby, etc…