{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:38:00Z","timestamp":1777646280393,"version":"3.51.4"},"reference-count":49,"publisher":"SAGE Publications","issue":"3","license":[{"start":{"date-parts":[[2024,7,21]],"date-time":"2024-07-21T00:00:00Z","timestamp":1721520000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"funder":[{"DOI":"10.13039\/100000180","name":"U.S. Department of Homeland Security","doi-asserted-by":"publisher","award":["DHS # EMW-2022-GR-00036"],"award-info":[{"award-number":["DHS # EMW-2022-GR-00036"]}],"id":[{"id":"10.13039\/100000180","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2026,5]]},"abstract":"<jats:p>There has been an increased focus on reducing hate, harassment, and extremist exploitation in digital games through solutions from community management, trust and safety, and design perspectives. Despite this attention, the industry lacks basic standards around these issues and efforts in this area are stymied by the ubiquity of \u201ctoxic gamer culture\u201d and fears in the industry about discussing extremism and hate within games. Today, a patchwork of strategies and tools exist. In this study, focus groups with industry professionals were conducted to increase understanding of industry professional's perceptions of these problems and solutions. Several primary themes regarding solutions emerged: game and social system design strategies, moderation and player report strategies, and wish list solutions.<\/jats:p>","DOI":"10.1177\/15554120241265139","type":"journal-article","created":{"date-parts":[[2024,7,21]],"date-time":"2024-07-21T09:11:36Z","timestamp":1721553096000},"page":"474-496","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":4,"title":["Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry"],"prefix":"10.1177","volume":"21","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-9272-6110","authenticated-orcid":false,"given":"Elizabeth D.","family":"Kilmer","sequence":"first","affiliation":[{"name":"Take This, Kirkland, WA, USA"}]},{"ORCID":"https:\/\/orcid.org\/0009-0006-1940-5093","authenticated-orcid":false,"given":"Zeynep","family":"Aslan","sequence":"additional","affiliation":[{"name":"Department of Psychology, University of Chicago Division of the Social Sciences"}]},{"given":"Rachel","family":"Kowert","sequence":"additional","affiliation":[{"name":"Take This, Kirkland, WA, USA"}]}],"member":"179","published-online":{"date-parts":[[2024,7,21]]},"reference":[{"key":"e_1_3_2_2_1","unstructured":"Anti-Defamation League (2022). 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Disruption and Harms in Online Gaming Framework: Building a Penalty and Reporting System. https:\/\/www.adl.org\/resources\/report\/disruption-and-harms-online-gaming-resource-penalty-and-reporting-systems"},{"key":"e_1_3_2_16_1","doi-asserted-by":"publisher","DOI":"10.1177\/15554120231211991"},{"key":"e_1_3_2_17_1","unstructured":"Geena Davis Institute (2023). Changing the Narrative: Why Representation in Video Games Matters I Changing the Narrative Why Representation in Video Games Matters Brothers91\/E+ via Getty Images. https:\/\/seejane.org\/research-informs-empowers\/changing-the-narrative-why-representation-in-video-games-matters\/"},{"key":"e_1_3_2_18_1","doi-asserted-by":"publisher","DOI":"10.1037\/a0038597"},{"key":"e_1_3_2_19_1","volume-title":"Custodians of the internet: Platforms, content moderation, and the hidden decisions that shape social media","author":"Gillespie T.","year":"2021","unstructured":"Gillespie T. (2021). 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