ADL survey:  Hate and harassment in online games 2022

Hate and Harassment in Online Games 2022
Hate and Harassment in Online Games 2022

In 2021, ADL found that nearly one in ten gamers between ages 13 and 17 had been exposed to white-supremacist ideology and themes in online multiplayer games. An estimated 2.3 million teens were exposed to white-supremacist ideology in multiplayer games like Roblox, World of Warcraft, Fortnite, Apex Legends, League of Legends, Madden NFL, Overwatch, and Call of Duty.

Hate and extremism in online games have worsened since last year.

ADL’s annual report on experiences in online multiplayer games shows that the spread of hate, harassment, and extremism in these digital spaces continues to grow unchecked. Our survey explores the social interactions, experiences, attitudes, and behaviors of online multiplayer gamers ages 10 and above nationwide.

For the fourth consecutive year, the already-high rates of harassment experienced by a nationally representative sample of nearly 100 million American adult gamers increased. According to the Entertainment Software Association, 76% of gamers in the United States are over 18.

Harassment experienced by teens ages 13-17 increased from last year. For the first time, ADL has collected data on harassment experienced by pre-teens ages 10-12.

The games industry’s progress is slow even when compared to that of social media companies, which are hardly exemplars of user safety or accountability. Only one major games company, Roblox Corporation, has an explicit, public-facing policy against extremism. Earlier this year, Wildlife Studios, a mobile-games company headquartered in Brazil, produced the first gaming transparency report that shares data on how a company acted against hate and harassment in its online games, followed by Xbox in November 2022. Transparency reports and policies banning the expression of extremist ideologies are the bare minimum required to fight hate in online games.

The immense popularity of online games means it is likely that you or someone close to you has experienced hate and harassment. More than two out of three Americans—over 215 million people of all ages—play video games, including both online and offline games. The video games industry is a $203 billion market, with the North American video game market generating over $54 billion in 2022.

In focusing on online multiplayer games, this report offers concrete guidance for the government, civil society, and industry to take meaningful steps in making those games safer for all users, regardless of their age or identity.

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