Toxic Gamers are Alienating Your Core Demographic: The Business Case for Community Management
While not often talked about in public spheres, there seems to be a widely-held assumption that hate and harassment in gaming spaces (often discussed under the umbrella of ‘toxicity’) remain a cornerstone of these communities because so-called “toxic players” are believed to constitute a significant proportion of consumers. This idea has fueled an unsubstantiated fear that improved moderation efforts against these behaviors would essentially moderate out a core game playing demographic. But is this the case?