Xbox head Phil Spencer has published an editorial on the Microsoft Blog expressing the importance of diversity, and committing the company to combating toxicity online. To that end, he identified three key initiatives for the Xbox team.
The first initiative is continued vigilance from its Xbox Safety team, and expanding the composition of the safety team for a greater variety of perspectives. The group of community leaders known as Xbox Ambassadors will also be working on "community missions" to help create an inviting environment for players.
Spencer's second initiative is to create more tools for players and community leaders to customize their level of engagement to their comfort level. Over the summer, Club managers will get more moderation features, and other content moderation tools will be available by the end of 2019. It also commits to easier parental control tools, along with Gaming Summer Camps launching this summer to teach kids healthy habits. A recently launched]"For Everyone" portal on Xbox.com keeps track of these initiatives.
Finally, Microsoft will share its safety tech across the industry, including its teams working on research, data science, and moderation. It compares this plan to its PhotoDNA technology, which it has shared with police and tech companies to fight child pornography.
https://www.gamespot.com/articles/x...icity-and-e/1100-6467025/?ftag=GSS-05-10aaa0b
Phil's blog post.
No one group "owns" gaming. Instead, whether you're new to gaming or are a diehard e-sports fan, you are welcome to play and welcome to all the fun and skill-building that comes with gaming. In this way, when everyone can play, the entire world wins.
If you imagine gamers as predominantly men and specifically teen boys, think again. We are a 2.6 billion-person strong community of parents playing with our kids, adventurers exploring worlds together, teachers making math wondrous, grandmothers learning about their grandchildren through play, and soldiers connecting with their folks back home. Most gamers today are adults; nearly half are women.
Gaming must be a safe environment. Creating community is shared work, and protecting community is essential work, so, we all carry part of the payload of community safety – game industry and gamers alike.
This widespread embrace of gaming and its global communities have turned video games into the world's leading cultural industry, bigger than movies or music. But it also comes at a time when digital life includes a growing toxic stew of hate speech, bigotry and misogyny.