Volltext-Downloads (blau) und Frontdoor-Views (grau)

Sexual Harassment in Valorant and Overwatch Voice Chats

  • Unfortunately, sexism and sexual harassment are common in both private online gaming and professional esports. It has been repeatedly questioned whether the operators of multiplayer games, platforms and esports leagues are taking sufficient measures to adequately protect users, players, children, young gamers, and esports athletes. When measures are taken, such as censoring sexist or offensiveUnfortunately, sexism and sexual harassment are common in both private online gaming and professional esports. It has been repeatedly questioned whether the operators of multiplayer games, platforms and esports leagues are taking sufficient measures to adequately protect users, players, children, young gamers, and esports athletes. When measures are taken, such as censoring sexist or offensive chat messages or banning users, they tend to be undifferentiated. This may be partly due to a lack of surveys, studies, and data. This paper therefore presents the results of two consecutive studies using the games Overwatch and Valorant, two of the world’s most popular multiplayer first-person shooters which are also played professionally in esports leagues. Participant observations were conducted on 28 Overwatch and Valorant game sessions in a first study and 120 Valorant game sessions in a second one. These sessions’ voice chats were transcribed, coded, and statistically evaluated. The results indicate that female gamers are harassed in every seventh Valorant game, ranging from questions about their gender to unsolicited affection to threats of or jokes about rape.zeige mehrzeige weniger

Metadaten exportieren

Weitere Dienste

Suche bei Google Scholar

Statistik

frontdoor_oas
Metadaten
Dokumentart:Konferenzveröffentlichung
Art der Konferenzveröffentlichung:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/10534
Bibliografische Angaben
Titel (Englisch):Sexual Harassment in Valorant and Overwatch Voice Chats
Konferenzangaben:International Conference on Computers and Games (12. : November 25-29, 2024 : Online)
Verfasserangaben:Daniel GörlichStaff MemberORCiDGND, Max Wagner, Markus Breuer
Auflage:1.
Erscheinungsjahr:2025
Datum der Erstveröffentlichung:01.04.2025
Verlagsort:Cham, Switzerland
Verlag:Springer Nature
Erste Seite:145
Letzte Seite:158
Titel des übergeordneten Werkes (Englisch):Computers and Games : 12th International Conference, CG 2024, Virtual Event, November 25-29, 2024, Revised Selected Papers
Herausgeber*in:Michael Hartisch, Chu-Hsuan Hsueh, Jonathan Schaeffer
Jahrgang (Band):LNCS 15550
ISBN:978-3-031-86584-8 (Softcover)
ISBN:978-3-031-86585-5 (eBook)
ISSN:0302-9743 (Series ISSN)
ISSN:1611-3349 (Series E-ISSN)
DOI:https://doi.org/10.1007/978-3-031-86585-5_12
URL:https://link.springer.com/chapter/10.1007/978-3-031-86585-5_12
Sprache:Englisch
Inhaltliche Informationen
Fakultäten / Einrichtungen:Fakultät Medien (M) (ab 22.04.2021)
Sammlungen der Hochschule Offenburg:Bibliografie
DDC-Sachgruppen:600 Technik, Medizin, angewandte Wissenschaften
Freies Schlagwort / Tag:E-Sport; Harassment; Video Games
Formale Angaben
Relevanz für "Jahresbericht über Forschungsleistungen":5-fach | Konferenzbeitrag
Open-Access-Status: Closed 
Lizenz (Deutsch):License LogoUrheberrechtlich geschützt