Creating Safe Online Multiplayer Gaming Environments

Group Project of Four
User Research Methods‍
Winter 2023
10 Week Research and Development

Background

The popularity of online video games is continually rising resulting in an increasingly diverse community of gamers. As part of that diversity, the number of people who identify as female, LGBTQIA+, people with disabilities, and ethnicities who play online video games has also grown. However, this has resulted in some backlash and harassment against these communities. While there has been attempted solutions to combat negative behavior, few provide preventative measures to stop negative behavior before it takes place. In this project, we investigated how a technology-based solution might help create safe online gaming environments.

Challenge

How can a technology-based solution can help to create safe online gaming environments.

Solution

Our advised solution focussed around a multi-faceted and technology-driven approach to creating safer online multiplayer gaming environments. We designed a concept called Mellon ("Friend"in Tolkien Elvish, Lord of the Rings), a platform that empowers players by offering tools to filter interactions, connect with like-minded communities, and report abusive behavior effectively. The platform incorporates features such as customizable pre-game lobbies, community-building systems, and notification mechanisms that inform users about the outcomes of their grievance reports. Additionally, Mellon promotes advocacy and awareness by educating players about the impact of their actions and enable them to review gaming companies' efforts to maintain safe spaces. By addressing key user needs—such as control over their experience, mental well-being, and fostering a sense of inclusion—this solution aims to redefine the standards for safety and support within the online gaming industry.

Results

From our observations and interviews with participants, we identified four key themes:


Company Regulations and Enforcement:
Our participants wanted online video game companies to take the first steps in addressing negative and abusive behaviors in their online games. All of our interview participants mentioned that gaming companies should provide support to their communities. This implied that a technology-based solution should involve gaming companies. Additionally, our technology-based solution should educate companies on how to implement preventative measures to regulate abusive behaviors.
Observation participants wanted to feel confident that online gaming companies were supporting them against abuse and negativity. Most of our interview participants mentioned how they would like to create more individualized experiences. A technology-based solution should give users peace of mind that the companies are acting on their behalf.

Tools:
Our participants felt that they should be provided tools to aid themselves against negative and abusive behavior online. Most of our interview participants described using tools to reduce negative behaviors. A technology-based solution should support a user’s need for control over their own experiences.

Defensive Behaviors:
Most of our observation participants felt that the most effective action to take against abusive behaviors in online video games was to stop playing games all together. Our interview participants described how they use coping mechanisms to deal with negative behavior. A technology-based solution should support a users’ mental well-being.  
Observation participants expressed a need for connection with other like-minded users. All our interview participants discussed and shared experiences about the benefits of creating bonds with others. A technology-based solution should allow users to create their own communities and social networks.

Advocacy and Awareness:
Our observation participants wanted to feel like companies were being held accountable for the negative and abusive behavior that occurs in their online games. A technology-based solution should allow users to rate and/or review companies based on the actions they take.  
Lastly, all our observation participants wanted other players to be aware of how their behavior can affect others in online games. Most of our interview participants mirrored this as they discussed negative emotions they felt while interacting with other online players. A technology-based solution should educate players about what is considered abusive.