7 ms·
I'd like to answer on the handling part. Handling it really depends on the game / community itself. I play Rainbow 6 Siege online, it's 10 people per match, in
by npteljes 3y ago
I'd like to answer on the handling part. Handling it really depends on the game / community itself. I play Rainbow 6 Siege online, it's 10 people per match, in two teams. Most toxicity is easily avoided, because I only allow chat and voice from teammates (default setting), and if someone is toxic, it's very easy to block their chat, or voice. Killing teammates only succeeds once, then the TK-er's friendly fire will actually hurt the player itself, not the teammate, and this, if repeated, even propagates from match to match. This status is reflected with a red marker for everyone to see in a match. There's also a ticker on the top right where they sometimes show the names of a bunch of cheaters, griefers, or other toxic elements, after banning their accounts.
I wouldn't even restrict the toxicity conversation to gaming, or to online communities even. Whenever people interact, there can be toxicity. The main factor is usually the interaction setup itself. If that is handled well, the effects of toxic actors is manageably minimal. If the system lets them proliferate, they will. Gaming the system's toxicity management behavior is also a sport in itself. Communities can be even set up to explicitly allow the behavior, acknowledging the existence of this pursuit and making it plain to see that it will happen.