‘They wouldn’t say it in person’: Young gamers reveal their personal experiences in online multiplayer gaming
A major new UEL research project is exploring practical ways to reduce anti-social and harmful behaviour in online gaming while helping platforms create more positive and inclusive experiences for young players.
University of East London
A major new UEL research project is exploring practical ways to reduce anti-social and harmful behaviour in online gaming while helping platforms create more positive and inclusive experiences for young players.
“You would not expect people to say what they say in chats. Like, if he was in person, no way they'd be saying that,” one young gamer told researchers.
Early findings suggest antisocial behaviour in gaming exists on a spectrum rather than as a single behaviour. Researchers found that toxic and positive behaviours often coexist within gaming communities, with the same players shifting between supportive and harmful interactions depending on the environment, game and competitive pressures involved.
“If we care about young people’s wellbeing, we can’t ignore the digital spaces where they spend so much of their time,” said Professor Julia Davidson OBE, Principal Investigator and Director of the Child Online Harms Policy Think Tank (COHPTT). “This research includes a large national study of young people’s experiences on gaming platforms to better understand how anti-social behaviour can be prevented. This research is about working directly with young people to build safer online environments.”
Women and girls were disproportionately targeted by anti-social behaviour, and gendered experiences emerged as a theme across all 10 focus groups conducted with 46 young people aged 12–19, mentioned by both female and male participants.
But young people also described the important role gaming can play in their lives, providing connection, relaxation and escape.
One participant said:
“As I got older, I became disabled and now I'm housebound. Gaming is my way to connect with people. The other day I had a campfire with some people, and I won't be able to do that in person because I can't leave the house. I like being in online lobbies with other people.”
Another said:
“I play because I need something to help me take my mind off of everything else that goes on in my life, you know, just a way to escape my personal life and relax.”
UEL is working directly with young gamers and industry experts to identify practical ways to tackle antisocial behaviour while helping platforms create safer, healthier and more inclusive experiences for young players.
The multi-stage Understanding and Reducing Anti-Social Behaviour Amongst a Diverse Group of Adolescent Gamers project focuses not only on understanding harmful behaviour, but on identifying realistic, evidence-based solutions that could improve online gaming environments.
The project will now enter a major national data-gathering phase, aiming to capture young people’s experiences online and provide the gaming industry with recommendations for more proactive “safety-by-design” approaches.
The research team has already completed a systematic literature review, more than 10 expert interviews and 10 focus groups with young people aged 12–19, alongside a secondary analysis of the international CC-DRIVER dataset involving 8,000 young people.
The next phase will focus on developing a national survey, which will be piloted with experts and young people.
Understanding harm and positive behaviour in online multiplayer gaming
Alongside exploring what young people enjoy about online multiplayer games and what encourages pro-social behaviour, the study examines how verbal abuse, hate speech, harassment and targeted cyberbullying can become normalised parts of young people’s gaming experiences — and the impact this can have on their wellbeing.
Alongside identifying harms, the project is examining which interventions show the greatest promise in improving player safety and behaviour. Researchers are reviewing existing tools used across gaming platforms, including reporting systems, muting, blocking, rewards and player feedback features. The project is now entering Phase 3: a nationally representative survey involving thousands of young people.
This large-scale evidence-gathering phase will help map the drivers behind online behaviour and identify practical, system-level interventions that encourage healthier and more positive interactions in gaming spaces.
Boglarka Meggyesfalvi, Research Manager and Co-Investigator, said:
“Despite growing attention around online harm in gaming, significant gaps in the evidence base continue to limit effective prevention. Much of the existing research focuses on adult populations and reactive moderation measures, leaving a poor understanding of how young people experience harmful behaviour and how it might be prevented. This project directly addresses those gaps by centring young people’s own perspectives.”
The findings aim to help the gaming industry refine tools and moderation systems to better support and protect younger players. The project’s final phase will involve young people co-designing and testing in-game interventions aimed at promoting healthier and more inclusive gaming communities.
Researchers hope the findings will help inform future guidance for developers, schools, parents and policymakers — supporting safer platform design, more effective moderation systems and healthier digital environments where young people can safely connect, collaborate and enjoy the benefits of gaming.
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