Welcome to the Internet: A Proposal Concerning Cyberbullying in Smite

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Hannah Boulware CIS 112 Section 010 Word Count: 2060


Abstract Hi-Rez Studios designed Smite to be a multiplayer online battle arena and has since gathered a larger following even though still in its beta testing mode. While the game itself is received well, issues are present of cyberbullying and many view it as a growing and prevalent concern in the Smite community. This is a very small surprise when taking into account the increase in technology usage among all ages, the general increase in computer gamers, and cyberbullying as a growing epidemic. While individuals can report harassment, little is known about what is really being done by Hi-Rez to resolve these issues. As a plan to combat cyberbullying in-game, HiRez should enact a system of accountability for its staff in which email updates are sent out to victims concerning the status of their reported harassment. This ensures that the victim is aware of the situation and the staff does not hide behind the anonymity of the claim to make minimal progress. Counterarguments mainly reflect how this act will affect the release date and whether witch hunts will arise bogging down progress, but there are alternative measures to counteract these concerns.


With the heavy emphasis on day to day technology, it’s no surprise that cyberbullying is becoming an increasing issue. Hi-Rez Studios, a private video game developer, reveals this issue in Smite (a multiplayer online battle arena or MOBA), which is still in testing, but currently available to the general population (open beta). Cyberbullying on Smite has become a community concern with their “trolls, ragers, and such� (SOURCE: RtC) being so numerous that the Smite population is often suggested as a polluted batch of players. Since Smite is still in its open beta, an effort should be made before it is officially released to clean up the sour community. Hi-Rez should provide proof of progress emails for victims of reported harassment as an accountability method for ensuring a safe and friendly online community set against cyberbullying. If this effort is implemented by Hi-Rez and proven even partially successful in reducing online harassment, then this plan can be reapplied in various other domains as a continued effort to clean up the barrage of negativity found online. Point 1: Assessment of Technology Usage Technology usage has been on the rise over the years, continuously adapting to younger and younger age groups. According to the graph below, data shows that the prevalence of technology usage is strongest in a range of 16-29 year olds.


Internet use among different age groups (Pewinternet)

At this rate, it is no surprise how absorbed our youth are becoming in this technological world. In a study done on weekly uses of technology by ten to eighteen year olds, as the graph below shows, there are several mediums in use connecting individuals.

Teens Use of Technology (Hinduja, Sameer)

The most prevalent uses categorized in this graph is cell phone communication, but almost all of the options surveyed revolve around internet usage. While phones are designed to


connect individuals, there are now numerous websites, such as Twitter and Facebook, constantly accessed via cell phone thus increasing internet usage. Even consoles meant as gaming platforms are being refocused towards the internet. Many have the means for browsing the web, but research has shown that there is even a shift in how people play games. The graph below shows a declining revenue in consoles compared to a steady increase in PC revenues since 2008 projected to surpass consoles in 2014 and 2015.

PC Gaming Software Sales Growing Fast! (Harman, Stace)

Such a shift not only reflects an alteration in the choice of gaming mediums, but also in the choice of games as many delve into a world of “massively multiplayer online roleplaying games” (MMORPG) or MOBA’s such as Smite. Not only is the world shifting to connect itself in means of communication but also communicating through online games which holds its own pros and cons.


Cyberbullying Cyberbullying, according to staysafeonline.org, “can range from embarrassing or cruel online posts or digital pictures, to online threats, harassment, and negative comments, to stalking through emails, websites, social networks and text messages� (StaySafeOnline.org, p. 1). Cyberbullying has become increasingly prevalent in chat rooms, social networking websites, and video-sharing websites or, basically, any website with a means of communication (Hinduja, p. 1) While teenagers and young adults are the most common victims of cyberbullying with 88% of teens admitting to being witnesses of some form of it and 32% admitting to being victims (Gilkerson, 2012, p. 3), cyberbullying also exists in adult circles as the data below reflects.

Cyberbullying among Adults (Perreault, Samuel)

Cyberbullying is a dangerous weapon on such an anonymous medium. Victims may feel negative emotions including depression, sadness, anger, and frustration, but also fear and


embarrassment. Research even links cyberbullying to “low self-esteem, family problems, academic problems, school violence, and delinquent behavior� (Hinduja, p. 2). The data below shows that victims of cyberbullying are more likely to be preoccupied with thoughts of suicide than those who are not victimized.

Cyberbullying and Suicide (cyberbullying.us)

Combatting cyberbullying is an increasing concern to today’s schools and parents as more and more youth become so deeply involved with technology use and open themselves up to these threats. Efforts are constantly being made, but other than educating the youth about how to limit personal information and possibly defusing aggressive situations, little can be done to manage the billions who browse the internet on a daily basis and are potential threats. Smite Community Smite is an open beta, computer game specializing in team strategies via in-game chat, lobbies, or Skype calls with teammates. The game is well praised by its followers for its fun factor and excellent design, but it has one fatal flaw: cyberbullying runs rampant. I have


experienced harassment majorly at least twice on this game personally with one incident of a teammate yelling profanities for my mistakes as a new player and another incident with me being targeted for being a female. Both offenses were reported, but who really knows what’s being done. My boyfriend has also felt the sting of harassment which prompted him to uninstall the game as it was not worth continued interactions with such a poisonous community. Browsing the Smite threads and posts on reddit.com, it seems that we are not the only ones who feel this way. Look this game, simply amazing. It is. However, this community is becoming nothing except rude and jerky assholes. I know that you're always going to find a few, but every game I am getting matched up with people who are just so trolly, and so stupid! I mean even in ranked this is happening. I love this game! But I can't handle the community anymore. If anything I may just start playing solo queue, but then there's still a potential asshole on the other side. (mitloml, 2013, p. 1) Other threads focus on ideas for reshaping the community, personal experiences comparing Smite’s earlier, kinder closed beta community to the current open beta community, or bullying witnessed firsthand. According to the general population, cyberbullying really is an issue on Smite and in need of a solution. Point 2: Solution Elaboration Harassment, as previously mentioned, is a continuous concern for the community of Smite. When an individual experiences or witnesses such activity, it’s not uncommon to report these incidences via the easy to find and use report button next to each players’ name. A concern stills lingers: is anything really being done? There really is no way to verify harassment cases except to possibly perform a follow-up email which they may respond to or respond that it is a


private affair. The proposal to remedy this situation as simply and effectively as possible is to create an accountability system for Hi-Rez Studios concerning Smite and a verification of justice for those reporting harassment. Hi-Rez Studios should use the emails players provide upon creating accounts to keep reporters of cyberbullying informed concerning the progress made on the issue. Automatic updates can be sent out detailing whether the issue has been brought up to be looked into, is coming near a close, and if resolved or unresolved and the verdict. Just as resolved cases punishing or banning a player for misconduct allow appeals, so should resolved cases in which the reported player is declared innocent also allow pleas by victims or the reporting witnesses. This system prompts Hi-Rez Studios to practice accountability for what goes on in their games, but allows ensure that players have the means to seek out justice and can feel safe knowing that threats are taken seriously and removed from the gaming atmosphere. This alone could help clean up the sour atmosphere and improve the population of players on Smite. Alternatives While email updates is a viable option, there are also other possibilities. Devkwondoe writes that a reward system should be available for “nice players;” “a way to report a player for being nice and helping out” (2013, p. 1). This is a concept of positive reinforcement verses negative punishment to improve conduct in games. Also, to improve the reliability of victims and witnesses, in-game chat could be recorded or made available for recording to be used as testimony of reported incidents. Instead of email updates, an update to the game layout could also be made to provide a tab for individuals to check to progress of reports or to see if any have been made against you thus allowing an opportunity to prepare an appeal in the case that you are found guilty. These alternatives could also be bundled into one makeover in the game to improve


the Smite community. A system will be in place to promote good conduct, provide reliable testimonies, and ensure that justice is carried out in each reported case. Counterarguments Although the plan is simple and most likely effective, there may be issues for some. The first major concern is that Smite has been in its open beta testing for months now and just recently a date has been set for its release in March. This means that by March, it will have been in open beta for over a year. If this plan were implemented, though, it may push back dates. Concerns may also arise that such an involvement by players may overload the Hi-Rez staff especially if witch hunts to root out cyberbullies arise or vindictive players see this as a means to ban anyone they choose. These concerns certainly are valid, but the release date has minimum impact on the game itself since it is already available to the public free-to-play in its beta testing mode. As far as witch hunts and vindictive player overworking the staff, implementing in-game chat recordings can vastly reduce time and effort for any misconduct report. Conclusion Smite, a game designed by Hi-Rez Studios as a multiplayer online battle arena, is entering its final months as an open beta game, but it faces issues as players feel plagued by the foul community. Cyberbullying is a constant issue unfortunately presented most often by teammates. With the growth in technology use, a refocus on PC gaming over gaming consoles, and the continued concern with cyberbullies, this issue cannot go unchecked by Hi-Rez. By implementing a system of accountability for the staff via email updates concerning progress on these issues and an assurance of justice for victims, this sour community can be cleaned up. Counterarguments do exist, but seem to be easily remedied by alternative measures being taken. Of course, if nothing is done to counteract cyberbullying, worse issue will arise.


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