MoodBubble - The Future of Gaming in a Toxic-Free Digital Realm

Develop a vision for gaming in 2030 that eliminates toxicity and fosters an inclusive, empathetic, and respectful gaming environment.

01

Methodology

  • Primary Research: Interviews with accessibility gaming consultants, gamers, and industry experts; online surveys with 48 respondents (8 from the target group).

  • Secondary Research: Analysis of data from Statista, AbleGamers Charity, Scope, and World Health Organization.

02

Key Insights:

Methodology

Impact of Toxicity:

  • EA Data: 58% of players experienced toxic behavior, leading to decreased engagement.

  • Financial Impact: Non-toxic games made 54% more revenue than toxic games.

Accessibility Challenges:

  • Customization Desire: 90% of gamers value character customization and representation of diverse abilities.

  • Solo Gaming Preference: 75% of gamers with disabilities prefer solo gaming, compared to 36% of non-disabled gamers.

  • Information Gap: Many gamers are unaware of available assistive tools, highlighting a need for better communication.

Current Anti-Toxicity Measures:

  • Proactive vs. Reactive: Most current tools are reactive, focusing on reporting and suspension, but proactive measures are needed.

  • Existing Solutions: Projects like ToxMod and Xbox's enforcement system address toxicity through voice moderation and educational strikes.

Interview with Antonio:

  • Personal Experience: Antonio, an accessibility gaming consultant with a physical disability, shared his experiences of facing harassment and exclusion in online gaming.

  • Impact of Toxicity: Antonio recounted how toxic behavior led him to stop playing certain games entirely. He emphasized the importance of creating a welcoming environment where players of all abilities can enjoy gaming without fear of harassment.

  • Advocacy for Change: Antonio actively works with game studios to suggest improvements, aiming to prevent others from facing the same barriers he encountered.

  • Community and Accessibility: He highlighted the significance of accessibility features and community support in fostering a positive gaming experience for disabled players.

  • Primary Research: Interviews with accessibility gaming consultants, gamers, and industry experts; online surveys with 48 respondents (8 from the target group).

  • Secondary Research: Analysis of data from Statista, AbleGamers Charity, Scope, and World Health Organization.

Number

Key Insights:

Impact of Toxicity:

  • EA Data: 58% of players experienced toxic behavior, leading to decreased engagement.

  • Financial Impact: Non-toxic games made 54% more revenue than toxic games.

Accessibility Challenges:

  • Customization Desire: 90% of gamers value character customization and representation of diverse abilities.

  • Solo Gaming Preference: 75% of gamers with disabilities prefer solo gaming, compared to 36% of non-disabled gamers.

  • Information Gap: Many gamers are unaware of available assistive tools, highlighting a need for better communication.

Current Anti-Toxicity Measures:

  • Proactive vs. Reactive: Most current tools are reactive, focusing on reporting and suspension, but proactive measures are needed.

  • Existing Solutions: Projects like ToxMod and Xbox's enforcement system address toxicity through voice moderation and educational strikes.

Interview with Antonio:

  • Personal Experience: Antonio, an accessibility gaming consultant with a physical disability, shared his experiences of facing harassment and exclusion in online gaming.

  • Impact of Toxicity: Antonio recounted how toxic behavior led him to stop playing certain games entirely. He emphasized the importance of creating a welcoming environment where players of all abilities can enjoy gaming without fear of harassment.

  • Advocacy for Change: Antonio actively works with game studios to suggest improvements, aiming to prevent others from facing the same barriers he encountered.

  • Community and Accessibility: He highlighted the significance of accessibility features and community support in fostering a positive gaming experience for disabled players.

03

Trends:

  1. Breaking the Boundaries: Community building in digital spaces to combat loneliness.

  2. Global Polarization: Escalating divisions influencing online interactions.

  3. Digital Civility: Enhancing online behavior and reducing harassment.

  4. Expressive Identity Crafting: Emphasis on personalized experiences and self-expression.

  5. The Big Interface Change: Integration of digital technology into daily life.

04

Future Scenarios:

  • Collapse Scenario: Increased toxicity and authoritarian measures lead to a fractured digital realm where privacy is sacrificed, and innovation is stifled.

  • Transformation Scenario: A harmonious blend of AI and human values creates an inclusive digital world with robust policies combating discrimination and toxicity.

05

Concept

Product Proposal: MOODBUBBLE

A versatile tool for game developers to transform gaming experiences by managing player emotions and promoting positive behavior.

Features:

  • Emotional Adaptation: Detects changes in players' emotional states and adapts game elements accordingly.

  • Behavioral Feedback: Provides real-time feedback and pathways for positive behavior regulation.

  • Rage Mode: Offers a controlled environment for emotional release.

  • Personalized Experiences: Tailors gaming experiences to individual emotional and mental states.

06

Conclusion

By 2030, EA aims to revolutionize the gaming experience, eliminating toxicity and fostering an inclusive, respectful, and emotionally enriching environment for all players.

Let’s Collaborate

©

Gia Galvez

2024

Let’s
Collaborate

©

Gia Galvez

2024

Let’s
Collaborate

©

Gia Galvez

2024