Organizer Handbook

Creating Safe and Inclusive Gaming Communities:
Strategies for Preventing Online Abuse and Fostering Equality

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Photo by Joshua Kettle on Unsplash

PREFACE

The internet is a borderless territory where information travels from one end of the world to another in a matter of seconds. It builds communities across cultures and borders, creating opportunities that were unthinkable a few decades ago. This development has also given rise to the phenomena of digitally facilitated abuse and harassment, impacting netizens all over the world in all kinds of online activity, including gaming. 

The Game Changer is an international project carried out by organizations in Iceland, Sweden and Finland, funded by the Erasmus+ program. Its objective is to develop a fun, safe and constructive gaming culture where online abuse is actively countered and prevented. It aims to do this by focusing on strengthening the skills of educators working with young people, producing researched information and developing tools, certifications and operating methods for anyone planning to host a gaming activity in a way that prioritizes safety and inclusivity.

All over the world, we are facing the same challenges when it comes to the online sphere, such as the threat of misinformation to the democratic dialogue, online abuse silencing vulnerable and marginalized groups, rampant misogyny undermining gender-equality and the chilling effect of hate speech. People who work in education, training, youth work as well as sports are often the first point of contact for young people when they are subjected to online abuse. Despite equality, digital integration and social sustainability being listed as priority areas in Nordic cooperation, limited international dialogue exists around the threat to those very values posed by harmful online activity. 

In environments like gaming, certain communities can form with their own culture, hierarchy, code of conduct, behavior towards teammates as well as opponents, and use of imagery and vocabulary/slang specific to the ingroup. These cultures can influence players in a positive way, strengthen their values and lead to lasting friendships, but they can also be detrimental to the player’s ability to view other people, who don’t belong to the ingroup, as their equals.

It is commonly accepted that being subject to online abuse is a risk to the health and wellbeing of victims. What is less talked about is the fact that being a perpetrator also poses multiple risks, particularly to children and young adults who may face social isolation and legal consequences as a result of committing acts of digital violence and harassment. Just like it is the responsibility of adults to protect children and youth from becoming victims of online abuse, it is similarly on us to protect them from becoming perpetrators. The protection that youth needs in this area is clearly lacking, evidenced by the overrepresentation among young perpetrators between the ages of 13 and 25. The Game Changer aims to combat this development by uprooting the attitudes and behaviors that lead to abusive online behavior using the fun, engaging methods of gaming. 

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Photo by Sam Albury on Unsplash

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Photo by Jeff Hardi on Unsplash

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Photo by Lucas Santos on Unsplash

THE CULTURAL CONTEXT
OF ONLINE ABUSE

Understanding the cultural context of online abuse is essential for improving digital wellbeing, including gaming cultures. Belonging to a minority due to your gender, skin color, origins, disability, sexuality or religion dramatically increases your likelihood of being subject to hate and abuse in online spaces.

In the Nordic region, research shows that a majority of online abuse is based on the victim‘s gender and the color of their skin, with women and girls being disproportionately targeted while men are greatly overrepresented among perpetrators. This is not due to an “inherent malevolence” on men‘s part, but a result of power imbalances and societal attitudes, one of which is the idea that men should be the head of the family/government/society and other genders should follow their lead. This male-dominated worldview, known as the patriarchy, tips the power balance in favor of men which leads to discrimination towards people of other genders, including sexual violence and harassment.

Similarly, the belief that white people are somehow superior to people of color, known as white supremacy, leads to discrimination and racism. While people of all genders and social groups can be perpetrators and/or victims of online abuse, even male victims are overwhelmingly victimized by other men.

Cyberbullying is often rooted in stereotypes with racist and sexist undertones, targeting minorities and individuals who do not conform to standard ideas of femininity or masculinity, or not performing their gender role in a way deemed fit by their environment.

MAIN CONCEPTS EXPLAINED

The basis for effective responses regarding abuse and other discrimination, is knowing the different forms of such abuse. Before any work regarding dialogue, preventions or responses to abuse, hate speech and other discrimination, the staff in question must have delved into the material, examined their own attitudes, and be prepared for possible difficult encounters. The wrong approach to this sensitive subject can cause even more harm and distress to victims, so the topic needs to be addressed in a trauma-oriented and victim-friendly way. It is important to be careful with wording and be alert to participants’ reactions.

Online abuse undermines the victim's dignity, well-being, and quality of life. It can be divided into two categories: Verbal/text-based abuse and image-based abuse. In the former category, the harmful behavior consists of written or spoken words, such as voice chats and text messages. The latter category describes harmful ways in which photographs, videos and other visual media can be used online. In both cases, the aim is to manipulate, harass, blackmail or otherwise cause harm to the victim.

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Photo by Solen Feyissa on Unsplash

GLOSSARY OF TERMS

Child sexual exploitation is using digital technology to sexually abuse a person under the age of 18, as well as producing, storing and sharing sexualized images/video/audio (real or fake) of the victim.

Cyberbullying and cyber harassment consists of repeated aggressive online behavior with the objective of frightening, harassing and undermining the victim's self-esteem or reputation. The following are some common manifestations of cyberbullying:

●  Gender-based cyberbullying that disproportionately targets women and girls includes slut-shaming, which consists of bullying the victim due to their sexual history (real or fake) or by sexualising their body, self-expression (for example their clothing/avatars/style) or relationships with other people.

●  Boys and young men can also be cyberbullied on the basis of their gender and for “failing” to meet narrow or idealized ideas about masculinity and not being “man enough”. Such bullying often has undertones of homophobia and transphobia, where the victim’s sexuality and/or gender identity is questioned. 

●  Queer youth, particularly trans and non-binary youth who don't conform to binary gender roles, are at particular risk of gendered bullying and a wide range of online abuse, including being blackmailed or sextorted where the threat is rooted in “outing” their sexuality or gender identity via doxxing. Youth in conservative environments are particularly vulnerable to this type of abuse.

●  Deadnaming is another form of bullying that involves the deliberate use of a person's former name that they no longer use, to mock or invalidate their identity, most commonly used against members of the LGTBQIA community who have changed their names to better suit their true selves.

Cyberstalking is monitoring someone using digital technology with the intent to harm, harass, spy on or intimidate the targeted person. It may include tracking the victim’s offline whereabouts as well as their online activity, sending persistent and unwanted messages or emails, making false accusations, or engaging in other intrusive behaviors.

Deepfake pertains to fake images/video/audio of a real person created or manipulated using image-editing software or AI to make it appear authentic. Deepfakes often have the aim of fabricating and disseminating misinformation and/or to undermine, harass and humiliate the victim by portraying them in a sexualized way.

Dickpics, unsolicited nudes and cyberflashing are synonyms for a form of sexual harassment whereby photos that depict nudity or sexual activity are sent to a receiver who has not consented to receiving such material.

Dogpiling, or a cyber-mob attack, occurs where a group of individuals collectively targets and overwhelms a person or entity with a barrage of negative comments, messages, or other abusive actions online.

Doxxing, derived from “dropping documents”, is the act of publishing an individual's personal information online without their consent, such as their real name, address, phone number, photographs, social media handles, financial details, and other sensitive data with the aim of harassing, manipulating or humiliating the victim.

Grooming is when perpetrators use digital technology to manipulate children into being sexually abused by undermining the physical, psychological and legal boundaries between the child and the perpetrator.

Hacking is the unlawful act of compromising digital devices and networks through unauthorized access to an account or computer system. The reasons for hacking include stealing data, planting viruses on the compromised system, and invading privacy in various ways, like hijacking the owner’s webcam and turning it on without their consent or knowledge.

Hate speech is any form of communication (via text/image/video/audio etc.) that spreads, incites, promotes, or justifies hatred based on protected characteristics, such as race, ethnicity, religion, gender, sexuality, gender expression or disability, with the aim of or potential to instigate violence or discrimination. 

Image-based sexual abuse (also known under the misnomer “revenge porn”) consists of images or videos that depict nudity or sexual activity that are captured and/or shared without the photographed individual’s consent. Image-based sexual abuse includes the creation, storage and distribution of such material, where each person who views, forwards or otherwise interacts with it is partaking in the abuse.

Impersonation is the creation of fake profiles or accounts on digital platforms, such as social media, messaging apps or email, to deceive others into believing that the impersonator is someone else. Meant to harass, defraud or deceive the impersonated individual or someone they know. Impersonation often has a sexualized element where porn is shared or prostitution is advertised in the victim’s name.

Sextortion is when sexually intimate material (real or fake) is used as a means of blackmail, i.e. when the perpetrator threatens to share or distribute such material online unless the victim pays money or subjects themselves to sexual activities, etc.

Trafficking and recruitment / sale is using digital technology to lure victims with fake friendships and/or fake opportunities, only to sell them into sexual slavery or forced labor offline (where the sale is often facilitated on digital platforms, including gaming sites).

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Photo by Markus Spiske on Unsplash

GAMING CULTURE

Gaming is inherently an accessible recreational activity and event organizers would do well to remember that possibilities for inclusivity in gaming events are large.

●  Physical accessibility: Gaming inherently involves less physical activity than many other recreational activities and sports.

●  Mental accessibility: Gaming provides a certain structure that often suits people with developmental delays or disabilities.

●  Social accessibility: Gaming provides an equal ground for players to meet as peers, facilitating social interaction.

●  Culture and language accessibility: The structure and goals in video games facilitate a type of communication between players that breaks cultural, geographical and language barriers.

With that said, issues of gaming culture and the language of gaming may hinder true accessibility for an event organizer, as many players may believe and/or have experienced that gaming spaces are not safe for them. To promote safe spaces in gaming, the issues of culture and language must be identified and planned for.

It is important for organizers of tournaments and events to understand that gaming culture was largely built by young men (perhaps more accurately described as “teenage boys”) with little to no supervision. In the years of esports and online multiplayer gaming emergence, from approximately the year 2000 and onwards (predominantly during the rising popularity of Counter-Strike and Quake), the majority of the player base were young men. Why young men were the majority of players during this time is beyond the scope of this handbook, but this resulted in a situation where teen boys seemingly owned the online gaming space and directly shaped the culture that developed there; a culture where ideas of your own value and competence are exaggerated and everyone who is worse than you is essentially of a lower caste.

This is perhaps most obviously reflected in gaming’s culture of communication - which is arguably gaming’s biggest problem. Any person who plays a few matches in a competitive multiplayer game will undoubtedly face some sort of verbal or text-based abuse, what is commonly referred to as “toxicity”. A development of this culture and hierarchy is that players nowadays seek to further hide behind the anonymity the internet and most games provide, to avoid negative feedback from fellow players. This however promotes social isolation and robs these persons of one of the opportunities multiplayer gaming should provide; to befriend people, form relationships and improve social skills.

Women have always been a part of gaming culture, both as players and as developers behind the scenes. However, their place in gaming culture has not been as obvious as that of men. This might be because of how women are represented in games. Today, representation is more diverse in terms of not only gender, but also ethnicity and sexual orientation, which has not always been the case. Historically, female characters in video games have played either the role of damsel in distress or an object of desire. There are, of course, exceptions to this rule, but it could be one reason why some women never get into gaming – the representation doesn’t speak to them. Another factor behind the underrepresentation of women in gaming culture is rooted in patriarchal ideas of gender.

Through stereotyping, women are assumed to be worse players simply because they are women. A female gamer that performs better than other players will be seen as an exception to this rule, and a female gamer that performs poorly confirms it. Female gamers are reduced to gender, not their skill. The harassment and negative feedback women receive when gaming may result in them either hiding their identities or quitting games altogether.

A development of this culture and hierarchy is that players nowadays seek to further hide behind the anonymity the internet and most games provide, to avoid negative feedback from fellow players. This however promotes social isolation and robs these persons of one of the opportunities multiplayer gaming should provide: the opportunity to befriend people and form relationships and improve social skills.

THE ATTITUDES TOWARDS WOMEN IN GAMING

Stereotypes related to gender affect everyone, with a particularly damaging effect on women and girls. This sweep of gaming culture and language is very general and to truly understand the attitude towards women in gaming, a much deeper dive than this is needed.

Women in gaming generally experience more harassment from other players than men. Not only is harassment more frequent, it is also different in nature. Female gamers get attacked not based on their skill, but based on the fact that they are women. As mentioned earlier, gaming can be a hierarchy based on skill, but one could argue that women exist both within and outside this hierarchy. Through stereotyping, women are assumed to be worse players simply because they are women. A female gamer that performs better than other players will be seen as an exception to this rule, and a female gamer that performs poorly confirms it. Female gamers are reduced to gender, not their skill. The harassment and negative feedback women receive while gaming may result in them either hiding their identities or quitting games altogether. 

It is also worth noting that women in gaming also receive unwanted romantic and/or sexual advances. They might get asked to give out their social media accounts to strangers, asked to become someone’s girlfriend, and get told that they are “not like other girls”. This may seem flattering at a surface level, but can be humiliating and insulting, reducing female gamers to their gender, or a romantic prospect, and not a “real” gamer. This type of objectification, mixed with harassment, not only has a detrimental effect on women’s participation but also on how they are viewed within gaming. In a culture where women, regardless of skill, are seen as only a romantic prospect and/or somehow lesser than male players, they become a lower “caste” and valid targets for belittlement and harassment. Women are, of course, not the only targets of harassment in the gaming culture. Players that perform poorly, regardless of gender, receive negative feedback and are targets of toxicity. But worth noting here; research repeatedly confirms that women who perform better than other players are still likely to receive gender-based toxicity and resentment. [1] [2] There is no way to win. 

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Photo by Andre Hunter on Unsplash

EMOTIONAL SKILLS

Research into various forms of online abuse, such as sexual harassment, illegal threats and image-based sexual abuse, suggests that perpetrators – the majority of whom are young men – struggle with effectively communicating and processing their emotions for people in which they have a romantic interest – the majority of whom are young women. For example, men and boys who harass their female friends and acquaintances with unsolicited dickpics tend to frame it as “testing of the friendship”, to see if the receiver would be open to adding a romantic or sexual aspect to the relationship. This suggests a lack of know-how on the senders’ behalf to communicate their interest in a more constructive way. Moreover, the time when men and boys are most likely to subject women and girls to illegal threats, and share their nude photos without consent, is when a romantic relationship between them ends. This suggests a lack of know-how when it comes to processing feelings of rejection and loss. As a result, it is important to increase awareness and understanding amongst boys and young men about alternative ways of communicating and handling emotions, leading to a more constructive outcome in their relationships, while decreasing the risk of harm being caused to others as well as themselves.

As the majority of players in competitive gaming are young men, this venue is particularly important in order to increase emotional resilience and learn how to communicate and process feelings effectively. Video gaming, particularly in multiplayer games and social environments, and especially in competitive settings, can help develop the emotional skills of a player. Positive emotions; such as feelings of success when an achievement is made, of friendship and acceptance when playing socially, and of simple enjoyment of the activity itself, are perhaps the primary reason most people play video games at all.

On the other hand, negative emotions; such as feelings of inadequacy and rejection, are often prevalent too, especially in competitive gaming. Broadly speaking, navigating these negative emotions is often what proves to be an organizer’s biggest issue. The majority of negative emotions ultimately stem from a single source; a feeling of underperformance. Underperforming will make a player deject themselves, but will also render the player vulnerable to negative feedback from other players, often in the form of hostile and demeaning comments and remarks. It can demotivate players to play competitively or worse, play at all.

A common tactic employed in esports which may be of use to event organizers and administrators is to instill the idea that loss and underperformance are opportunities to learn and improve, not only in gaming but in other areas of life as well. Another tactic is to enforce breaks and shorter playing times in order to allow players to cool down if needed.

THE LANGUAGE OF GAMING

Gaming’s biggest problem is arguably its culture of communication. An inherent part of communication is the use of language, and here gaming is once again at a disadvantage. Due to the “caste culture” mentioned above, a key aspect of the gaming language is to use demeaning words, hazing fellow players and belittling them - what is commonly referred to as “toxicity”. Here we can perhaps find one of an organizer’s best tools in creating a safer gaming environment; enforcing rules that forbid negative language and communication about or towards other participants.

Be aware of jokes and otherwise playful jargon, both among players and staff, the latter of whom should model acceptable behavior. Few people actually say their hateful biases or opinions outright and instead mask them in jokes, but note also, that not everyone that tells a joke with hateful content truly holds those opinions.

While negative emotions among gamers and the accompanying self-criticism largely stem from underperformance, it is often abuse, mostly in verbal form, from other players about the underperformance that truly make the most negative aspect of gaming.

By moderating communication, an event organizer or admin can greatly facilitate a safer space for their participants. A safer space (sadly it is impossible to ensure emotional safety) refers to all participants feeling safe enough to take risks, ask questions, express their opinions honestly, and share their own experiences. It is not enough to merely declare that the space is a safe one, but must be actively pursued. A key thing to remember is that communication encompasses all interaction, not just between opposing parties, but also within teams. It includes actions by groups or individuals that are perceived by others (such as shouting during gaming sessions, even if it’s not directed at anyone in particular). Therefore, it is essential to properly moderate all interactions and have courses of action ready when needed.

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Photo by Florian Olivo on Unsplash

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Photo by Sean Do on Unsplash

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Photo by maxime caron on Unsplash

COURSES OF ACTION

A solid code of conduct, rules, action plans and moderation are courses of action recommended for anyone planning to host a gaming activity.

Code of conduct

A code of conduct is a set of principles and ethical guidelines that highlights shared values, norms, and responsibilities; detailing acceptable and unacceptable behaviors at the event or activity in question. It doesn't have to be complex, a simple list of principles can suffice. Codes of conduct may also be ingrained into the rules of a competitive event. By making all participants aware of the code of conduct for an event, you reduce the risk of abuse and contribute to a safer space. A template for a code of conduct is included in the appendices at the end of this handbook.

Rules

Rules are generally more specific than codes of conduct, and usually touch on the specifics of the game being played or the particular event/tournament. However, it may sometimes be easier to incorporate the code of conduct into the rules to avoid having to present what may look like two different sets of rules to the participants.

Rules should be as straightforward and unassuming as possible, and specify what the punishment is for each transgression. You can find a template in the appendices at the end of this handbook where a code of conduct has been adjusted into a rules-format, allowing game-specific rules to follow. One set of rules is not going to do the job, you need rules for every title to adapt to each game/gamemode.

Action Plan

It is necessary to have an action plan in place to effectively respond when a participant is breaking the rules or code of conduct. The people staffing the event (whether they be paid or volunteers) should be trained in the use of the action plan, so that they may respond appropriately to any situation that arises. A good rule of thumb is to address every negative behavior you witness.

As part of the general action plan, an organizer should strive to the utmost to make sure that participants in an event are familiar with the code of conduct and, if they exist, the applicable rules. Game-specific rules are often lengthy and in many ways not even needed, provided everyone plays in a sportsmanlike manner, and are therefore less important for participants to familiarize themselves with. Codes of conduct however - interlaced with the rules or not - apply to behavior and communication, and should therefore be made thoroughly known to each participant.

There are a number of ways in which organizers can make participants aware of the code of conduct. At in-person events, the most effective way to ensure this is to present the code to each participant as they enter the event. At online events, making a specific communication program and/or server (such as a specific Discord server) mandatory for participation can allow organizers the same opportunity to individually ensure that all participants are aware of the code of conduct at the start of an event. Where language barriers may exist, the use of online translation tools is recommended.

Moderation

 As previously mentioned, the largest issue in gaming is arguably an issue of negative communication. While the first step of reducing negative communication is having a code of conduct and making every participant aware of it, enforcement through moderation is necessary. This can greatly facilitate a safer space for patrons at an event.

For in-person events, moderation consists mainly of the staff monitoring the venue to ensure that everyone is behaving appropriately. For events with online elements (such as multiplayer gaming) and for events that are purely online, the moderation will have to take place online as well. Here, organizers may run into the issue of being unable to moderate online communications, as participants may communicate through various programs or platforms. A simple solution to this problem is to require that every participant communicates through the same program or platform where they can be moderated - for example a Discord server owned by the organizer.

Moderation Plan

When hosting online events through platforms such as Discord, the organizers should recruit their own moderators whose purpose is to keep track of event chats. It is preferable that they have previous experience in moderating, but not mandatory. What is important is that the moderators are willing to help, are somewhat familiar with Discord, and engage in the chat. Here are some steps to ensure strong moderation: 

●  Create routines for moderators:

Decide on beforehand what is expected of the moderators. Are they, for example, expected to remove hateful content or only report it? Set a schedule if appropriate, and decide how many hours they are expected to be available. Remember that online moderators require time for recovery and rest, too. There are resources available for new moderators via Discord’s moderator academy; it might be applicable for them to read relevant articles to prepare.

●  Create a moderating team:

Whether moderators are recruited from the participation list or outside the event, make sure they all receive the same on-boarding and information about the event, rules, code of conduct, and routines.

●  Introduce moderators and a moderator only-chat:

It is a good idea to have a designated space where moderators can contact each other. That way, they can report troublesome participants, inform each other of decisions, and support each other in their moderating tasks.

●  Connect moderators and organizers:

It can be beneficial to have one assigned person between the moderators and the organizers, to whom the moderators can turn to if they face tough decisions or potentially harmful situations. That way, the moderators can ask this assigned person for support rather than the organizers directly. This enables a smooth workflow and is recommended for larger events. 

●  Provide moderators with the best possible conditions:

Make sure that moderators have everything they need to do the best job possible. Their roles in the server should be visible and clear to participants, and they should have access to the digital tools necessary. For example, a moderator should be able to remove public messages, block users and have access to the moderator-only chat.

Challenges in Moderating

Online events present unique challenges when it comes to moderating and resolving conflicts. Listed here are common occurrences online and how to handle them as a moderator:

1) Two or more people attending the event start arguing, fighting or harassing each other in DMs

 What might happen in a situation like this is that someone sends screenshots of private DMs to moderators, showing them a chat where one or more people break event rules or code of conduct, or are arguing. It is important that moderators treat this as they would people fighting in real life, and listen to both sides of the conflict. It is important to remember that screenshots can be taken out of context and are easy to fake even with the simplest editing software. It may not be reasonable for moderators to solve every single argument that happens between people, but if it affects the participants’ wellbeing, breaks the code of conduct or event rules, that is when moderators should take action. It could be to ask those involved to stop DM-ing each other, and “separate” them in the digital space.

2) Memes, jokes, gifs or custom emojis with racist, sexist, transphobic, or otherwise discriminatory content

With memes and jokes overall it can be difficult to decipher the sender’s intent. In some cases it can be an obvious attempt to spread hateful content, in others it might be a bit harder to determine. If there is any doubt, it could be reasonable for moderators to err on the side of caution and remove the content entirely. Moderators can subsequently reach out to the original sender with a standardized message explaining why the content was removed, and offer them  a chance to explain their decision to remove it (no one likes to be wrongly blamed for posting something they had no insight could be harmful. It is also an opportunity to educate them). An important feature for the moderators then, is to report this to the other moderators. For them to know to keep an eye out if the same user continues posting hateful or dubious content. 

However, if the content is very clearly harmful, such as posting nazi imagery, there should be clear guidelines for the moderators on how to respond. They could be; remove content, block and ban the poster, notify the moderating team, and report to organizers.

3) Several people “storm” the platform to overwhelm moderators and participants (“raids”)

Raids are something a lot of Discord servers describe happening to them, at least once, if their servers are public and free to join. Online events may be spared this, as the window of announcement and the actual event might not be enough time to either pique “trolls’” attention or ability to manifest in large groups. However, one can almost certainly count on at least one person joining a large online event just to troll or disrupt the chats. Here, moderator tools are important; such as blocking, giving users time-out, and otherwise prohibiting them from writing at all.

4) Moderators get called to chats with ongoing conflict or harassment

Moderators might get called (through tagging or other notifications) to ongoing conflicts in public chats. Here, it is important that moderators have access to the digital tools necessary to handle such situations. One digital solution available on Discord is to activate slow mode in a chat, disabling perhaps heated messages from coming through at a quick speed. It can also be reasonable for moderators to give some users a time out, a tool that is also available on Discord, or to permanently block them if necessary. A moderator should also ask those arguing to stop using public chats, and incentivize them to cease their fight altogether. Moderators should cooperate in conflict resolution in separate chats with those involved. If code of conduct or rules are broken, there should be guidelines for how moderators handle these situations; perhaps to block or ban those involved, or issue some kind of warning.

MEASURES TO PROMOTE EQUALITY & SAFER COMMUNICATION

As gaming toxicity is largely rooted in the “caste system” discussed earlier, a way for organizers to reduce toxicity is to increase the equality of their event.

Competitions

Not every event is a competition, but when an event is competitive, the gaming culture surrounding it is more likely to foster toxicity. Event organizers and admins can take a number of steps to reduce this factor and further ensure equality and a safer environment:

●  Do your utmost to ensure fair seeding for the tournament/event and bracket teams aggressively to ensure that teams that play each other are as equal in strength as possible.

●  Have comprehensive rules and make it clear that there are no disagreements on how the games in the tournament/event are to be played.

●  Reduce the number of possible conflict points for teams, for example by having a clear schedule, ensuring that every participant is on the same page.

Prizes

Closely related to the subject of competitions is the subject of prizes. Although often understood as a tool to attract participants to an event, an organizer would do well to recognise that only those who truly believe they can win the prize are attracted by it. Ironically, if a prize is high enough it may even have the opposite effect of pushing away potential participants who recognise that with such a high prize only the cream of the crop will attend and they would rather save themselves the embarrassment of being soundly defeated.

Highlight Diversity

Whether an event is off- or online, organizers have the ability to highlight and celebrate gamers who are female, nonbinary or from marginalized communities. In taking extra care to highlight gamers with diverse backgrounds, organizers can answer to and prevent negative attitudes towards them by showing they belong in the space. For example, an organizer seeking to increase the visibility of female gamers could put them on social media, invite female pro gamers as guests, and make sure to show women as positive role models for all.

Note however that representation shouldn’t be used as evidence of equality. Simply putting a woman on an Instagram post won’t solve the underlying issues of inequality and harassment. But when the organizers show that they want to include women in the space, it will make it easier for them to attend and feel welcome. Just remember that the work with equality doesn’t end here, there are more steps to create a gender-equal event.  

Consider Separatist Activities or Chats

Separatist events, where people of different genders are separated, should always be thoroughly considered, planned and analyzed beforehand, as they are not a solution in itself, but a means to signal the way forward to increased equality. Think of the purpose of the separatist activity. Is it to make women and nonbinary participants feel more safe, comfortable and welcome? Or are we simply crossing an item off the agenda? Keep the following in mind:

●  A separatist activity or tournament should carry the same weight and importance as a mixed event. The prizes should be the same, if there are any.

●  Plan the event so that it doesn’t coincide with other events. If not, it forces female and nonbinary participants to choose which to attend, while signaling to others that it isn’t as important.

Some organizers have hosted separatist activities at their event, such as icebreaking mingle activities that are exclusive to women and nonbinary participants in the hopes of attracting more participants from that group. This way, people that might otherwise feel out of place will have a space dedicated to them, making it easier to get involved with the event. The purpose of having separatist activities is to create a space where an otherwise marginalized group can participate without the fear of gender-based stereotypes, toxicity and harassment. 

If a separatist activity isn’t applicable, organizers can create separate online chats for female participants. That way, women have a safe and easy way to communicate with each other, plan a meetup, or find other women to game with. Note that separatist chats or activities aren’t the only solution - in a perfect world all events would be mixed without anyone experiencing gender-based harassment or toxicity. But until that time comes, separatist spaces help people find support and can make it easier for them to attend an event without fear of being harassed or excluded.

Equality in Communication

When spreading external communication and information about the event, organizers should use imagery and language from a perspective of equality. Make sure that men and women are talked about and presented in the same way, and that it is not only men that are presented as being active in photos and imagery. For example, if the women present in imagery are only in the background, not playing any games, it might render them to “window dressing” or a prop for the event.  

Equal Treatment Plan 

To have an equal treatment plan ensures that organizers, staff and others involved with the event keep equality in mind throughout. An equal treatment plan is similar to a code of conduct, but focuses especially on equality. The aim of an equal treatment plan is to ensure that everyone; regardless of gender, ethnicity, sexual orientation, age, religion, disabilities and other relevant factors, are treated equally and are not subject to discrimination or harassment based on their personal characteristics. To be treated equally does not mean that everyone is treated identically. For equal treatment to be achieved, organizers have to adapt to different people’s circumstances and needs. The steps previously outlined through separatist activities, for example, is one of such adaptations. 

 An equal treatment plan should be formed the same way a code of conduct is, and be customized to the participants’ and the event's needs. It should also be a priority that is implemented by everyone involved - it is not one person’s responsibility that the equal treatment plan is implemented and enforced. The following steps are recommendations for creating an equal treatment plan.  

Goals of the equal treatment plan 

When creating an equal treatment plan, goal-setting is the first step. An example of an overarching goal could be: Making every visitor of the event feel comfortable, included and welcome regardless of gender, ethnicity, age, disability, religion and sexual orientation. When putting together an equal treatment plan, a bulleted list of goals is recommended, such as:

●  Staff and volunteers treat everyone with respect.

●  The event has a zero tolerance for sexism, racism, harassment and discrimination. 

●  People of all genders can participate at the event on the same terms. 

●  All participants should be aware of the equal treatment plan. 

Analysis of risks

The next step is for the organizers to do a risk assessment, and what they fear could happen in terms of toxicity at the event, in order to better tailor your action plans. Are there any activities, guest speakers or competitions that might spark controversy, or enable harassment or discrimination? A risk assessment may reveal an issue ahead of time that can thus be prevented.

Taking action 

When the goals and risks have been identified, it is time to plan activities and measures that enable organizers to reach their goals. Organizers should examine each goal and decide what is necessary to do for it to become reality. For our listed examples, training staff and volunteers is crucial, as well as actions that support gender equality and inclusion. They should be made aware of the organizers vision, goals and the plan in its entirety. It is also important to have a clear course of action when someone, for example, expresses racist or sexist biases or toxicity, and for all staff to feel prepared and equipped to follow it.

Review and alter the plan

The equal treatment plan should be reviewed and altered as needed, preferably once a year or more often if necessary for the organizers to get a shared understanding of what works well, and where there is room for improvement. If organizers have the resources, it is a good idea to ask participants and volunteers to evaluate the event. Create a simple online survey where the equal treatment plan, rules and code of conduct and the overall event can be assessed and addressed.

Walk the walk

Having an equal treatment plan is good, implementing the equal treatment plan is better. Make sure that the plan is integrated into the structure and organization of the event, and not forgotten in its own separate document somewhere. Do the things you say you want to do, don’t talk the talk unless you can walk the walk.

a video game sitting on top of a table

Photo by Pablo Arenas on Unsplash

Photo by Pablo Arenas on Unsplash

MENTAL SUPPORT PERSON

The matter of opening up about harmful experiences can be curbed simply by gamers knowing where to look for help. For an organizer that is invested in their participant’s well-being, having a professional (such as a psychologist) at the event to chat with the participants about mental health, and respond to harmful interactions, can make a difference. However, this might be a big ask, depending on the organizer’s resources. What is important is that there is someone available whose focus entirely lies on the well-being of participants. A mental support person, trained and designated for the role, serves as a point of contact for individuals experiencing harassment, or discrimination or may need emotional support for some other reason. They support organizers in creating a safer environment and address situations based on the preferences of the person seeking assistance.

When defining the role of a Mental Support Person, it is important that the person filling this role should avoid having other positions strongly tied to the organization of the event or tournament, such as maintaining order, imposing restrictions, or making decisions (e.g., security staff, management group member, instructor in charge). Players may understandably hesitate to involve tournament hosts in matters that may be sensitive and personal, preferring to maintain a professional relationship with them, but they might be comfortable accepting support from a third party who is specifically trained for that role. This approach ensures impartiality, maintains confidentiality, and minimizes conflicts of interest for players and event hosts alike.

Any suitable individual may serve as a Mental Support Person, with advantageous skills being the ability to read social situations, stress tolerance, and the capacity to interact calmly with emotional individuals. This staff member or volunteer might have to deal with doxxing, dickpics, hate speech or any of the types of abuse mentioned in chapter 2. They may resolve issues by listening, engaging in discussions, or offering guidance on services and support. Their approach should be respectful, focused on resolving conflicts and, in case of harassment or abuse, supporting the victim. It's essential to maintain a human perspective, recognizing that individuals are not inherently bad, but their actions can be assessed and addressed. Ultimately, a perpetrator is responsible for their actions, whether stemming from errors in judgment or intentional behavior. In serious harassment situations, a moderator or security staff can remove the disruptive party from activities. Decide beforehand whom in the staff team the Mental Support Person should report to and how, when needed.

Make sure to inform participants that there is support available and to whom they should turn to if needed, when the Mental Support Person can be reached and how. That person should be visible and easy for participants to notice and reach out to. For an in-person event, they should be easy to spot in a crowd or at a distance, and should have a designated room to chat with gamers that ask for assistance.

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Preparations

The Mental Support Person should receive education about the event, the organizers, the code of conduct, and most importantly what to do if/when something happens. Whether this role is filled by a staff member, a volunteer or a mental health professional, it is important that the person reads this handbook beforehand and gets familiar with the main types of abuse explained in chapter 2.

They also need to be aware of their position towards the participants whose interaction they are monitoring or assisting when toxicity is reported. That position may vary because of different social variables that come with privilege or the lack thereof (such as gender, age, ethnic background, status within the gaming community, etc.). Obviously, different human variables cannot be avoided but it is helpful to keep them in mind. A player of a certain gender or marginalized group, that the staff member does not belong to, might for example be fearful that their perspective and experiences won't be understood or even respected. The topic of abuse and discrimination heavily revolves around gender, privilege and marginalized groups; making it somewhat sensitive for all of us – since we all belong to certain social groups and power dynamics. This makes it necessary for the Mental Support Person to respect diversity and different personal experiences.

It's also important for the Mental Support Person, and anyone who is hosting an event for a diverse group of participants, to check their own possibly toxic views by examining common harmful myths they might believe. We are all a product of our culture, and we need to train ourselves out of the prevalent cultural discrimination – no shame in that. Harmful views regarding race, gender, sexuality, gender-based violence and so on, can rationalize, justify, or minimize abuse and hate speech. Let's make sure we are prepared to face sensitive matters and difficult encounters in the best ways possible.

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Handling Reports of Abuse or Discrimination

The Mental Support Person should keep in mind that each case is unique. It is impossible to write a single script that meets every situation perfectly, but here are a few pointers. The following guidelines may seem obvious, but they are listed here precisely because of how common it is to panic or overreact when someone opens up about abuse or distress, or underestimating the consequences of a situation that truly was distressing to the person in question. Either way makes matters even worse. By studying these tips beforehand, they are more likely to come to mind when needed.

●  Stay calm and listen. Give the person plenty of time and let them steer the conversation. Reassure them that coming to you was a positive step and thank them for trusting you. Don’t doubt their story in any way, respect and believe the person.

●  Avoid a black and white “he says/she says” mentality, since two peoples’ experiences of the same event, or their interpretation of certain words, can be quite different. Imbalance in power and privilege, societal stereotypes and different ideas about acceptable communication all play a part in that.

●  In case of abuse, do not hold the victim accountable in any way for what happened. Criticism or insensitive comments or questions will only add to the shame that sadly often accompanies being victim to any kind of abuse. Check your own harmful views if any kind of victim-blaming comes to mind.

●  Do not hold the victim accountable in any way for what happens next – for example by worrying out loud about the effect of their accusation on the other person or on the event itself, or by expecting the victim to lay out the next appropriate steps to deal with the incident.

●  Take each case seriously. Sometimes, a person who has a previous known history of abuse is taken less seriously when opening up again. Or it’s assumed that, due to experience, the person is particularly vulnerable and can easily misinterpret any situation. But the fact is that victims with a previous experience are more likely to suffer abuse again. If a certain player comes to you repeatedly, don’t write them off as being overly sensitive. It could be that this player is facing repeated hardships based on their identities, that you do not have a personal experience with.

In addressing the perpetrator of abuse or discrimination, the goal is to help them take responsibility. Stop the perpetrator immediately from belittling, justifying or accusing the victim. The only way to take responsibility is to acknowledge our actions and be open to other people’s perspectives. What the perpetrator needs is support in acknowledging their actions and learning better ways. This benefits them no less than the victim and the gaming culture in general.

●  The experience of a certain event can be quite different between two parties. The line between banter and abuse can be thin, so can the line between online flirting and digital sexual harassment. But even though the perpetrator does not always have the desire to harm, it does not free them of responsibility for the consequences experienced by the victim. From the perspective of the victim, the perpetrator’s intent rarely matters much, and treating the incident based on the victim’s experience shows a fundamental respect for that person.

●  It also shows respect for the humanity of the perpetrator. It truly is possible to condemn behavior without condemning a person. The offender needs to know that abuse does not have to define who they are. Violence or hateful discourse is a learned behavior and can be unlearned. They should and they can do better.

In criminal cases, the Mental Support Person cannot handle the situation alone; it must be reported to authorities. When a minor reports any form of violence, an adult has a lawful duty to report it to the relevant authorities.

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CHECKLISTS

Every organizer is encouraged to have thorough checklists when organizing an event, while remaining conscious that issues can still arise, thus vigilance is always needed. Checklists are vital as they ensure that important details are accounted for, minimizing the risk of oversight. They help maintain organization, prioritize tasks, and streamline coordination among team members. By providing a clear roadmap, checklists facilitate timely completion of tasks, enhance efficiency, and reduce stress, ultimately contributing to the smooth execution of the event. Most importantly, a detailed checklist, thoroughly drafted before the event, will decrease the likelihood that problems will arise when the event is being organized and executed.

BEFORE THE EVENT

Is the information easily accessible to visitors?

Does the information include gender inclusive imagery and language?

Is there a plan for mental welfare?

Are the rules easily accessible to visitors?

Is the equal treatment plan easily accessible to visitors?

Is the code of conduct easily accessible to visitors?

Is there an action plan if rules, code of conduct or the equal treatment plan are broken?

Are staff and volunteers trained on the rules, code of conduct and equal treatment plan?

Do moderators have access to the needed tools?

DURING THE EVENT

Is there an available welfare area?

Is there information about how visitors can reach welfare volunteers?

Do volunteers have allotted time for rest and recovery?

Are the rules, code of conduct and equal treatment plan being followed?

AFTER THE EVENT

Evaluate internally: what went well, what can be improved, what should be altered?

Evaluate externally: what do the volunteers think?

Evaluate externally: what do visitors think?

APPENDIXES

Here is an example of a guideline for an action plan, adjust accordingly and tailor it to your event‘s needs:

1. PLANNING AND PREPARATION

Form a diverse organizing committee:

  • Include women and representative(s) from minority groups that will be attending the event
  • Set clear objectives:

  • Set clear goals and don’t forget the code of conduct and rules
  • Establish metrics for measuring success, for example participation rates of girls and/or the overall diversity among participants
  • Create a checklist for all the technical devices and on site furniture that will be needed for the event
  • Venue selection:

  • Choose an accessible location for all participants
  • Ensure that gender-neutral bathrooms are available
  • 2. PROMOTION AND OUTREACH

    Targeted outreach:

  •  Partner with schools, youth clubs, and organizations that work with girls and minority groups to promote the event
  • Use social media that is relevant to the audience group you are targeting
  • Inclusive marketing:

  • Use inclusive language and images in all promotional material
  • If you've previously hosted the same or similar events, consider using content from them to showcase their success.
  • 3. EVENT REGISTRATION

    Clear and simple registration forms:

  • Include options for all genders
  • Provide a space in the registration form for participants to indicate any specific needs that aren‘t already mentioned
  • 4. EVENT SETUP

    Safe Space:

  • Create designated safe space or quiet area for those who might need a break
  • Make sure these areas are well marked and accessible
  • Code of Conduct:

  • Develop and display a code of conduct that promotes respect and acceptance
  • Make sure all participants and staff understand and agree the code of conduct
  • 5. STAFFING AND VOLUNTEERS

    Diverse staff and volunteers:

  • Recruit diverse team of staff and volunteers
  • Create shifts for staff/volunteers
  • Visible support staff:

  • Have a clear identifiable staff and volunteers so participants can seek help or report an issue
  • 6. ACTIVITIES AND PROGRAMMING

    Inclusive activities:

  • Design activities that appeal to a wide range of interests and skill levels
  • Include games and activities that promote teamwork and collaboration
  • Not all participants are looking for a competition
  • Workshops and panels:

  • Host workshops that will fulfill the needs of participants that are not into the competition side of the event
  • Feature diverse speakers and role models to speak to participants
  • Invite game developers and streamers to visit/attend the event
  • 7. SAFETY MEASURES

    Emergency protocols:

  • Ensure that emergency exits are visible and known to participants and staff members
  • Reporting mechanisms:

  • Provide an anonymous reporting system (for example on Discord) to report any incidents of harassment or discrimination
  • 8. FEEDBACK AND FOLLOW-UP

    Collect feedback:

  • Send out post-event open surveys to all participants and staff members
  • Include specific questions about the experiences of girls and minority participants
  • Evaluate and improve:

  • Analyze the feedback to find areas of improvement
  • Implement changes based on the feedback for future events
  • Maintain community engagement:

  • Keep in touch with participants through social media
  • Continue promoting inclusivity between events
  • CODE OF CONDUCT

    Below is an example of a code of conduct for participants:

    By participating in the event, an individual agrees that they are to behave appropriately and in a spirit of sportsmanship. They behave respectfully towards any and all individuals they interact and communicate with through the duration of the event.

    The following is a non-exhaustive list of inappropriate behavior:

    ●  Racism, sexism, and other types prejudice or discrimination

    ●  Disrespectful and belittling language

    ●  Sexual harassment

    ●  Threats and violent behavior

    ●  Physical, digital and mental abuse

    ●  Facilitating or encouraging others to violate this code of conduct

    ●  Lying to event organizers

    The event organizers reserve the right to deem any behavior inappropriate, even if it is not listed above. This can also be applied retroactively.

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