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networking: the percentage of players who often or sometimes make new friends while playing online multiplayer games has increased from 57 percent in 2016 to 80 percent in 2019. this may be explained by the rise of social media platforms like facebook, which allow players to find new friends.

more than half of players (53%) have experienced a negative online multiplayer game community or environment, where other players have acted in ways that made them feel left out or isolated. players who often or sometimes find that they are left out of online multiplayer games are more likely to find it helpful to have mentors (61%) and partners (64%) available when they need support.

while there are many positive social experiences in online multiplayer games, players are less likely to feel they belong to a community or find themselves mentored when they need help. this is an issue that has not been mentioned in previous studies.

we asked players about several in-game features that they feel are most effective in addressing harassment, as well as why they do or do not use some of them. as shown in table 1, most players (81%) use or have used in-game features to report other players for stalking, bullying, or other forms of harassment. nearly one-quarter (23%) of players with children use in-game features to address harassment in online multiplayer games. nearly three-fourths of those who reported harassment said that in-game features helped them report harassment (74%), and about half of those who did not report harassment said that in-game features did not help them report harassment (52%). some players did not report harassment because they were not aware of in-game features that could help them (39%), or because they thought the game developer could not or would not address their report (24%). those who do not use in-game features to report harassment cite several reasons, including that they did not know about the in-game features, they did not see any meaningful action taken when they previously reported harassment, or they did not want to waste their time reporting harassment.

since 2006, we have collected data from more than 100,000 online multiplayer gamers in the united states. the typical online multiplayer gamer is male, between the ages of 18 and 34, plays video games at least two hours a day, and has played more than five hours per week for the past four years. while most online multiplayer gamers enjoy online multiplayer games, we found that the average reported rate of negative online multiplayer experiences in 2019 was four times higher than the average reported rate of positive online multiplayer experiences. we also found that the most common negative experiences gamers reported were socially negative experiences, such as hearing hateful, racist, and sexist language.
when asked to identify who the most influential people are in the world, 55 percent of players in the u.s. and united kingdom named players in their friend list. the second most influential person in the world was the leaders of countries around the world, and 26 percent of players named the leaders of countries. many players said they were exposed to hate speech online, including racist, sexist, and homophobic speech. the most common themes were racial hate speech and verbal abuse related to sexual orientation. the next most common themes were racial hate speech, verbal abuse related to political views, and verbal abuse related to gender.
when asked to name the positive and negative themes they heard about the covid-19 pandemic, players named severe loneliness (76%), fear of catching the disease (73%), social isolation (62%), financial insecurity (49%), and fear of how the pandemic would affect the world (49%). when asked who they considered leaders in the covid-19 response, 24 percent of players said health care professionals, 16 percent said the government, and 14 percent named celebrities. when asked about the potential economic impact of the pandemic, 42 percent of players said the pandemic could hurt the u.s. economy, 24 percent said the pandemic could hurt the world economy, and 20 percent said they felt the pandemic would have little to no impact.