Presented by Spectrum Labs
Online gaming has always suffered a bad rap in some circles. Some of the criticism is well deserved but not all of it. It is worth separating out the good from the bad, especially as the world hurtles towards web3 and the immersive environments in which future games will be played.
Savvy game brands are already focusing on the wellbeing and safety of their players, and it is proving to be a major differentiator for them. More gaming companies will follow suit, as this is positive for the gaming brands and their investors, as well as for gamers and society as a whole.
Since their introduction, games have had a significant influence on our culture, and they are here to stay. Many platforms direct significant resources towards reducing harmful behaviors, which, as a Trust & Safety professional, I applaud. But there is an opportunity to create a new framework in this area.
Rather than simply focusing on bad behavior, platforms would benefit from encouraging positive interactions. After all, anything that influences individual behavior and culture, and is aligned with how people build their identities, can be a significant resource for positive influence. There are already established practices for preventing harms in society, particularly with crime prevention, that are based as much on community-building behaviors and social cohesion as they are on mitigating problematic behaviors.
It is a common belief that online gaming can be dangerous for kids, and many parents attempt to set rules as to how much time their children can play them. With the many valid concerns about gaming culture’s influence on children, it can be difficult to see the constructive qualities of gameplay.
Some health care
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