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电子游戏、直播及电竞社区中的性侵害状况

The Landscape of Sexual Harm in the Video Game, Streaming, and Esports Community.

作者信息

Merry Oliver J, Whitfield Kate C

机构信息

Sheffield Hallam University, South Yorkshire, UK.

出版信息

J Interpers Violence. 2025 Jul;40(13-14):3307-3332. doi: 10.1177/08862605241271349. Epub 2024 Aug 21.

Abstract

While sexual harm has been studied across a range of contexts, it has not yet been considered within the video game, streaming, and esports community. This study aimed to explore the landscape of sexual harm in this community, specifically, where it has been committed by esports professionals and video game live streamers. Fifty-five victim statements were extracted from online sources (such as Twitter/X and Reddit) and coded into variables relating to offender and victim demographics, offense characteristics, the offense process, and platform(s) used. Descriptive statistics were generated for each variable and Fisher's exact tests were conducted to examine the differences between adult-on-adult and adult-on-child cases. The findings reveal diverse offense outcomes across the sample, ranging from rape to sexual communication with a child. Some offense patterns can be seen in wider sexual offending literature, such as pre-offense alcohol consumption, offending against incapacitated victims (e.g., sleeping), and offending within an established romantic relationship. However, several offense process characteristics unique to the video gaming community were identified. These included offenders using their position of fame within the community to access victims and bypass the need for other coercive behaviors. Online offenses were more common with children and offenders demonstrated a preference for "live" methods, such as voice chat and video calling, rather than instant messaging or sharing images of themselves. This limits the digital evidence left behind and indicates the offenders' greater technological literacy. The study's findings shed light on the sexual harm that exists within this previously unexplored context and highlight areas where esports organizations, live-streaming platforms, and educational providers can do more to safeguard players, fans, and viewers in this community.

摘要

虽然性伤害在一系列背景下都有研究,但尚未在电子游戏、直播和电竞社区中得到考虑。本研究旨在探索该社区中性伤害的情况,具体而言,是由电竞职业选手和电子游戏主播实施的性伤害。从在线来源(如推特/X和红迪网)提取了55份受害者陈述,并编码为与犯罪者和受害者人口统计学、犯罪特征、犯罪过程以及使用的平台相关的变量。对每个变量进行描述性统计,并进行费舍尔精确检验,以检查成人对成人和成人对儿童案件之间的差异。研究结果揭示了整个样本中不同的犯罪结果,从强奸到与儿童的性交流。在更广泛的性犯罪文献中可以看到一些犯罪模式,如犯罪前饮酒、对无行为能力的受害者(如熟睡者)犯罪以及在既定恋爱关系中犯罪。然而,确定了电子游戏社区特有的几个犯罪过程特征。这些特征包括犯罪者利用他们在社区中的知名度接近受害者,从而无需其他强制行为。对儿童的在线犯罪更为常见,犯罪者表现出对“实时”方式的偏好,如语音聊天和视频通话,而不是即时通讯或分享自己的照片。这限制了留下的数字证据,并表明犯罪者具有更高的技术素养。该研究的结果揭示了这个此前未被探索的背景下存在的性伤害,并突出了电竞组织、直播平台和教育机构可以在哪些方面做出更多努力来保护这个社区中的玩家、粉丝和观众。

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