When experts from around the country came together at the World Economic Forum last February for Raising Good Gamers, a workshop focused on exploring the myriad forces shaping the culture and climate of online game communities for youth, no one could have predicted how relevant the work would become in the months that followed. As teens and tweens turned to online games in record number in order to connect with friends, play, and explore interests while sequestered at home with their families, many of them also experienced systemic bias, hate, harassment, and disruptive player behavior. The release of a new report, “Raising Good Gamers: Envisioning an Agenda for Diversity, Inclusion, and Fair Play,” explores why this might be the case and just what might be done about it.
Read the full story on the Connected Learning Blog.