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Crowdsourcing, Communities and Social Identities: Using Citizen Science to Combat Online Toxicity

机译:众群,社区和社会身份:使用公民科学来打击在线毒性

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Today, over 1.5 billion people worldwide play digital games, a number projected to rise to 4.5 billion by 2020 due to the proliferation of mobile devices. With modern games being connected experiences where people from around the world coming together to compete, cooperate, and otherwise participate in virtual worlds, the social systems within games and the behaviors they facilitate have become topics of great interest, especially with the recent focus on player toxicity. Previously, successful commercial games simply had to engage players through compelling narratives, meaningful challenges, and a sense of achievement. However, with the rise of multiplayer elements and online games, the relationships players have with game communities and developer-constructed identities become far more central to enjoyment and retention. This paper suggests that online toxicity results from threats to the agency of these constructs, and that Games with a Purpose may play a role in managing toxicity-causing role paradoxes.
机译:如今,由于移动设备的扩散,今天,全球超过15亿人播放数字游戏,其中一个数字将增加到2020年的45亿。拥有现代游戏的经验,来自世界各地的人们聚集在一起竞争,合作,并以其他方式参与虚拟世界,社会制度以及他们促进的行为已经成为极大兴趣的主题,特别是最近对球员的关注毒性。此前,成功的商业游戏只是必须通过引人注目的叙述,有意义的挑战和成就感来吸引玩家。然而,随着多人元素的兴起和在线游戏,关系玩家与游戏社区和开发人员构建的身份有更多的兴趣和保留。本文表明,在线毒性从对这些建筑的原子能机构的威胁产生了威胁,而目的的游戏可能在管理毒性导致悖论中发挥作用。

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