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Over one-fifth of males (21%) believe limiting microtransactions in the game would change their minds, while the same is true for only 8% of females.īoth male and female players least care about the quality of game sequels. Males, however, are more concerned about a number of microtransactions. For example, females felt strongly about game violence, with 30% of female gamers and only 10% of male gamers saying limiting violence in games would change their minds about playing multiplayer games. Some aspects of multiplayer games are more important to one gender than the other. Overall, 16% of male players and 18% of females feel it would advance multiplayer gaming. A total of 33% of male and female respondents believe eliminating toxicity would make them reconsider joining multiplayer games.īoth genders agree that simply improving the game quality would make the overall experience better. The majority of gamers agree that disruptive behavior is the number one problem of multiplayer games. However, some would reconsider playing multiplayer games if game developers fixed specific problems.
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Many gamers are intimidated by multiplayer games and would rather stick to themselves than have to endure other online players. Toxicity is the biggest downside to multiplayer games A whopping 47% of gamers received threats in the past, while 40% experienced unwanted sexual contact. Trolling is a behavior used to annoy other people intentionally and is considered a weaker form of bullying.įurthermore, a total of 57% of gamers said they were bullied and subjected to hate speech, including racism, homophobia, transphobia, and disablist language while playing a computer game. The number one online abuse concern reported by 64% of gamers was trolling. One gamer recalls multiple instances where someone shared his personal information or photos with other players as a form of attack.Ī significant amount of gamers also experience psychological attacks while playing computer games. However, that is not the only privacy concern the gamers reported as part of the online abuse.Ī total of 34% of gamers also had their personal information shared on an online game without their consent. The surveys reveal that more than one out of three gamers (38%) had their online game accounts hacked. The numbers are based on the data from surveys on abuse and inclusivity in online games by Ditch the Label and Habbo, as well as Jenny Shi. However, with popularity comes cyber threats as a growing number of gamer accounts are lucrative targets to cybercriminals.Īccording to the data presented by the Atlas VPN team, 38% of gamers have been hacked at least once in the past while playing computer games. Online games are extremely popular nowadays, with over 930 million players globally.
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