A new research project led by the University of East London (UEL) is investigating practical ways to reduce harmful and antisocial behavior in online gaming while helping platforms create more positive and inclusive experiences for young players. Early findings suggest that antisocial behavior in gaming is not a single, fixed issue but exists on a spectrum, with both toxic and supportive behaviors often occurring within the same gaming communities. Players may switch between harmful and supportive actions depending on the game, environment, and level of competition.
The research found that women and girls were more likely to be targeted by antisocial behavior, and this gendered experience was a recurring theme in all 10 focus groups with 46 young people aged 12–19. Both female and male participants discussed this issue. Many young people also described how gaming serves an important role in their lives, offering a sense of connection, relaxation, and escape. For example, one participant mentioned using gaming to connect with others after being housebound due to a disability, while another said gaming helps them manage personal stress and find relaxation.
The project, titled "Understanding and Reducing Anti-Social Behaviour Amongst a Diverse Group of Adolescent Gamers," aims to not only understand harmful behaviors but also identify realistic, evidence-based solutions to improve online gaming environments. The next phase will involve gathering data nationally to better understand young people’s online experiences and provide the gaming industry with recommendations for proactive "safety-by-design" approaches—meaning building safety features directly into platforms from the start.
So far, the research team has completed a review of existing literature, more than 10 expert interviews, and 10 focus groups with young people. They have also analyzed a dataset of 8,000 young people from the international CC-DRIVER project. The next step is to develop a national survey, which will be tested with both experts and young people to ensure it captures accurate and meaningful data.
The project is also looking at how verbal abuse, hate speech, harassment, and targeted cyberbullying can become normalized in gaming spaces and how this affects young people’s well-being. Researchers are examining existing tools used by gaming platforms, such as reporting systems, muting features, blocking options, rewards, and player feedback tools, to see how they can be improved.
As the project moves into its third phase, it will conduct a large-scale survey with thousands of young people to better understand the factors behind online behavior and identify practical, system-level solutions that encourage healthier interactions in gaming. Boglarka Meggyesfalvi, research manager and co-investigator, noted that while there is growing awareness of online harm in gaming, there are still significant gaps in the evidence base, especially regarding how younger players experience and deal with harmful behavior. This project aims to fill those gaps by focusing on the perspectives of young people themselves.
Ultimately, the findings will help the gaming industry improve tools and moderation systems to better support and protect younger players. In the final phase, young people will be involved in co-designing and testing in-game interventions aimed at fostering healthier and more inclusive gaming communities. Researchers hope the project will 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 connect, collaborate, and enjoy the benefits of gaming.
Young Gamers Share Insights on Antisocial Behavior in Online Multiplayer Environments
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Original sources:
- 🇺🇸Phys.org



