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Globally, video games are a $152 billion industry, and approximately 3.1 billion people, or 40% of the population, are players (Ingersoll & Anti-Defamation League, 2019, Price, 2020). Gaming is a huge industry, and it’s only getting bigger. Unfortunately, women and other historically marginalized groups often face staggering levels of harassment and violence in these communities. This report aims to explore the issue of gender-based violence in video games by analyzing contributing factors and proposing gaming company interventions.
Dernière mise à jour depuis la base de données : 09/06/2025 06:25 (UTC)