The survey shows that more than 60% of young players have experienced online violence in the game From ADL

The following is the The survey shows that more than 60% of young players have experienced online violence in the game From ADL recommended by recordtrend.com. And this article belongs to the classification: Network entertainment.
During the epidemic, online games became a social way for many children and teenagers. However, a recent study by the American anti defamation Alliance (ADL) shows that 62% of young gamers have experienced cyber violence when playing online games. Most of the time, adult gamers are the only group to be surveyed. Although this year’s sample includes 100 million online players aged 18-49, the organization decided to include teenagers in its research this year.
Research shows that for gamers aged 13 to 17, multiplayer FPS and multiplayer MoBa games have been the hardest hit areas of cyber violence in the past six months.
In the survey, 89% of the players have accepted cyber violence in the fearless contract, and 62% of the players have been abused by netizens in the rocket alliance.
In the face of online violence in the game, young players say they are trembling when playing the game. If they don’t want to suffer online violence, they can only choose to retreat completely.
The study also analyzed the ways in which players were subjected to online violence in online games. About 43% of players said that they encountered some illegal players in the game and forced other players to give up or withdraw from the game for their own interests.
39% of young players said they were abused in the voice chat of the game, and 24% said they met many open players.
The experience of teenagers being harassed online in games causes as much concern as adults, and the theme is very similar.
For example, 10% of teenagers reported being exposed to discussions about white supremacy ideology in online multiplayer games, compared with 8% of adults.
In the end, ADL also called on game companies to strengthen the crackdown on online perpetrators, and hoped that their government could improve relevant laws.
More reading since 3DMGAME: ADL: the largest increase in the proportion of cyber violence against Asian Americans in 2020 ADL: the survey shows that more Americans are due to race ADL: 2019 online game experience survey report Rosalind Wiseman: more than half of male players believe that female characters in the game should be respected. The study found that the connectivity of brain regions of regular players is different from others. Jon Peddie research: in 2016, the number of global gamers using amd graphics cards reached 409 million, accounting for more than 50%. Bond University of Australia: Australia Cheng Young people spend an average of 1.5 hours a day on video games YouGov: a survey shows that “online mobs” in the United States The proportion is 28% International Plan: the survey shows that some women are far away from the social platform due to online violence. China Youth Daily: more than 70% of the college students interviewed admit to being affected by online violence. The United Nations: the survey shows that one-third of young people have suffered online bullying CSCW: research shows that bad mood is more likely to become an online spray. Chinese Academy of Social Sciences: nearly 30% of teenagers have suffered online violence and abused NSPCC: More than 50% of children have been exposed to adult and violent content online. American Education Development Center: the popularity of smart phones has increased the rate of students being bullied online from 14.6% to 21.2%
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