The most trust and safety research I’ve seen - on things like recidivism, ban success, pro social behavior - comes from gaming.
Dota, league, he’ll - Roblox, twitch, discord - have some of the most data on how angry humans are when they play vidya.
The data are easily accessible, and the target group has little political power and is seen as problematic and about the only remaining legitimate target for negative discourse.
Imagine the reception that studies of female aggression get.
The data are easily accessible, and the target group has little political power and is seen as problematic and about the only remaining legitimate target for negative discourse.
Imagine the reception that studies of female aggression get.