search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
churn and increasing the number of new players who adopt similarly toxic styles. Despite your best efforts, everything got worse! How do you avoid this? One option is to ensure your


players are more invested in their original account, so that it’s not so cheap for them to just give up on it and create a new one. Platforms that rely heavily on in-app purchases or time-based unlocks can do this reasonably well - nobody wants to pay or wait for something they already earned. But (as we’ll cover in the next section), this approach is still far from perfect, and in some cases is even legally tricky.


“Being safe and inclusive means not taking the easy way out and investing in making the platform work for everyone who is willing to reciprocate by putting in the effort to behave appropriately”


Another more successful approach is to shift from


full-on bans to more precise punishments. For extreme offenders, this could be a temporary ban (most players will endure bans of up to a week before they decide to create a new account); more often, platforms choose to forcefully mute the individual, allowing them to still participate in the game but preventing them from misbehaving in ways that could cause harm to the other players. The final technique, which works best when coupled


with punishments like those listed above, is to make sure that there are other sources for new players to learn from beyond your toxic, banned users. The best way to do this is to match new players with trusted old-timers, who have proven through a reputation engine or similar that they are invested in the community and able to provide a good, safe reference point for new folks. Another good approach is to simply be loud about your Code of Conduct, especially for new folks - which includes explaining the Code of Conduct in plain language, and not being afraid to visibly enforce it even among new players, to show the others that the CoC is serious.


GATED (PAID) PLATFORMS Gated platforms would seem to have an easier task. If they ban the offending user, then that user would need to pay a significant amount of money to get back into the game. This will keep most folks out, and those who do come back are likely to be more conscientious out of a desire to avoid having to pay a third time if they get banned again. All in all, there would seem to be no problem here. The challenge here arises on the legal end. When the


user originally paid $60, were they buying something that they now owned? Or were they paying an entrance fee to a theme park which only honors tickets for a limited time? This is a complex question to answer, and bears significantly on your right to ban a user. If they merely purchased a ticket while was always going to expire, your obligation is minimal; but if they thought they were buying something they owned and now you are taking their stuff, that tends to get more contentious. I am not a lawyer, and advise anyone worried about this


to talk to an actual attorney - as none of this is legal advice. With that caveat, though, there are a few things which many platforms tend towards which seem to minimize their risk. Firstly, having a clear code of conduct built into the


terms of service, which includes clear explanations of what is prohibited and the fact that the platform could ban disobeying users. Additionally, preserving evidence of the violation, and offering an appeals system, are invaluable in demonstrating that due diligence was observed before taking this extreme action. Finally, platforms wishing to be especially safe could consider partially reimbursing the price paid for the title, though this is an extreme action and appears quite uncommon. Even for gated platforms which have protected


themselves from legal liability, though, bans should be an action of last resort. As was briefly alluded to at the beginning of this article, most bad behavior comes from players who are misinformed, frustrated, or otherwise behaving anomalously. Apex Legends found that 85% of recidivism went away when they started explaining to users why they had been banned; studies by studios like Riot and Activision Blizzard, and shown in our internal data at Modulate, find similarly that only a small percentage of players actually willfully misbehave. No matter whether a platform is gated or ungated, being safe and inclusive means not taking the easy way out and investing in making the platform work for everyone who is willing to reciprocate by putting in the effort to behave appropriately. For more insights from Mike and Modulate’s team of


voice moderation experts, sign up for their Trust & Safety Lately newsletter. To learn more about ToxMod, visit toxmod.com.


June 2023 MCV/DEVELOP | 47


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76