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Venn Diagram of LGBTQ+ and Gaming Communities Goes Here
- Quanttek 5y ago> harassment in online gaming is frequent and serious, even for non-marginalized people. A staggering 74% of US adults who play online multiplayer games experience some form of harassment, and 65% report experiencing some form of “severe” harassment, such as physical threats, stalking, and sustained harassment. The unfortunate consequence has been that 23% of online multiplayer gamers who have been harassed avoid certain games due to the player base’s reputation for harassment. > More than half of online multiplayer gamers who experience harassment believe they were targeted because of their identity. Women (38%) and LGBTQ+ (35%) players reported the most online harassment. In addition, Black or African American (31%), Hispanic and Latinx (24%), and Asian-American (23%) players weren’t far behind in these negative experiences. And Jewish and Muslim (19%) players reported being targeted because of their religion. ... > > Fun as a monolithic principle silences the voices of marginalized gamers and promotes reactionary, territorial behavior from within privileged spaces of the games community. Moving beyond fun, by contrast, opens up whole genres of possibilities, many of them queer. The spirit of no-fun is the spirit of alternatives, of disruptions, of difference.