Understanding the Current State of Toxicity in Battlefield V
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“ROFL F*ck You”: Understanding the Current State of Toxicity in Battlefield V By Justin Juvrud Supervisor: Dr Susann Baez Ullberg 2020 Nr 99 2 Abstract: With the birth of “virtual worlds,” created a new space for social norms to evolve and change within a subset community. This thesis focuses on toxicity within the virtual world of EA DICE’s Battlefield V title. The goal of this research is to understand toxicity on a micro scale inside the world of Battlefield V from a gaming anthropological perspective. Along with understanding what toxicity looked like within the virtual world ofBattlefield V, the thesis obtained data for how the community and EA DICE employees perceived toxicity. This research has components of interviews with these members of the communities/staff as well as a netnography of the virtual world of Battlefield V gameplay. Findings and analysis were categorized under the themes of toxic language, power/freedom, virtual world creation, and gender toxicity. Battlefield V toxicity is ever evolving and shaped by player techne (player actions). Player chat consumes the majority of toxicity and therefore diving into toxic language was vital. Understanding the player perspective of power and freedom while gaming was just the first step as the thesis also dove into the developer’s perspective and analyzed the interviews with the backbone of Malaby’s (2009) contingency concepts to see how the developers have a large role to play when it comes to toxicity in games, even if they may not realize it. Just as in the “real world” the virtual world of Battlefield V also had a major theme of gender discrimination winessed and discussed via both community members and staff members of EA DICE. Overall, the goal of this research was not to find out if toxicity was “good” or “bad” but to simply shed more light on the complex topic within virtual worlds and open up research for other anthropologists to do further research on the topic. Keywords: Toxicity, Virtual Worlds, Battlefield V, Techne, Contingency Acknowledgements: First and foremost, I would like to express my deepest appreciation to my supervisor through this process, anthropologist Susann Baez Ullberg. I am extremely grateful to my brother, Joshua, who mentored me through this process of not only writing this thesis but living in Sweden and surviving in a new culture. My completion of this thesis would not have been possible without the support and nurturing of my life partner and editor, Abby. I cannot begin to express my thankfulness to Ingrid, as she was my accountability partner through this and my motivator. I am deeply indebted to my parents, who have provided me with the support needed to navigate this exciting time in my life. EA DICE employees and my gatekeeper, Geoff Green, made this thesis possible as removing roadblocks was one of the most challenging parts of this thesis. Last but not least, I will never forget so many memories I made in virtual worlds through the last 20 years. The initial spark for my love of gaming was fueled by my old friend Blazefire. Wherever you are, I hope you’re still slaying green dragons somewhere. 2 Table of Contents CHAPTER 1. INTRODUCTION ....................................................................................................................................................... 7 1.1 DEFINING TOXICITY ........................................................................................................................................................................................... 8 1.1.1 Prior Definitions of Toxicity .................................................................................................................................................................. 8 1.1.2 Current Definition of Toxicity ............................................................................................................................................................... 9 1.2 RESEARCH QUESTION ..................................................................................................................................................................................... 10 1.3 COMMUNITIES AND CULTURES IN VIDEO GAMES ...................................................................................................................................... 11 1.3.1 The First Virtual World ........................................................................................................................................................................ 11 1.3.2 Current State of Video Games ............................................................................................................................................................ 12 1.3.3 Understanding Video Game Communities .................................................................................................................................... 13 1.3.4 Video Game Communities: Current Study .................................................................................................................................... 14 1.4 TOXICITY IN VIDEO GAMES ........................................................................................................................................................................... 16 1.5 CURRENT STUDY: BACKGROUND OF BATTLEFIELD V ................................................................................................................................ 20 1.6 THEORETICAL FRAMEWORK ......................................................................................................................................................................... 22 1.6.1 Gaming Anthropology Genealogy .................................................................................................................................................... 22 1.6.2 Techne through History ....................................................................................................................................................................... 23 1.6.3 The Age of Techne ................................................................................................................................................................................... 23 1.6.4 Toxicity and Techne ............................................................................................................................................................................... 25 1.6.5 The Concept of Contingency ............................................................................................................................................................... 26 1.6.6 Stochastic Contingency ......................................................................................................................................................................... 26 1.6.7 Social Contingency ................................................................................................................................................................................. 27 1.6.8 Performance Contingency ................................................................................................................................................................... 27 1.6.9 The Balance of Toxicity and Gaming .............................................................................................................................................. 28 1.7 MINIMAP FOR TOXICITY ................................................................................................................................................................................. 29 CHAPTER 2. METHODS AND ETHICS ...................................................................................................................................... 31 2.1 INTRODUCTION OF METHODS ....................................................................................................................................................................... 31 2.2 FIELD SITES (PHYSICAL) ............................................................................................................................................................................... 32 2.2.1 EA DICE ........................................................................................................................................................................................................ 32 2.2.2 Inferno Gaming ........................................................................................................................................................................................ 32 2.3 FIELD SITES (VIRTUAL) ................................................................................................................................................................................. 33 2.3.1 Battlefield V ............................................................................................................................................................................................... 33 2.3.2 Reddit, Youtube, and Blogs ................................................................................................................................................................. 34 3 2.4 WHAT IS A NETNOGRAPHY? .......................................................................................................................................................................... 35 2.5 OBSERVATION/NETNOGRAPHY ...................................................................................................................................................................