2021
DOI: 10.1177/15554120211026257
|View full text |Cite
|
Sign up to set email alerts
|

‘Thank you for your compliance’: Overwatch as a Disciplinary System

Abstract: Toxicity in online multiplayer games has long been an issue, and game developers implement various strategies such as reputation systems to curb such behaviour. Although Foucault’s notion of discipline seems an ideal lens through which to analyse such reputation systems, as of yet there has been little work on the subject. This article addresses the reputation system implemented in 2018 by Blizzard, who created an endorsement system in the team-based multiplayer shooter Overwatch. This successfully encouraged … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
8
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 13 publications
(8 citation statements)
references
References 27 publications
0
8
0
Order By: Relevance
“…The overlap of such strategies with broader codes of conduct witnessed in competitive online gaming cultures is a vantage point for a further analysis of contentious behavior of competitive online gaming content providers in digital media. In this research, I define toxicity as a set of behaviors that ‘include a range of overlapping terms that vary in severity, such as trash talking, trolling, griefing, cyberbullying and harassment’ (Tomkinson and van Den Ende, 2021).…”
Section: Methods and Scopementioning
confidence: 99%
“…The overlap of such strategies with broader codes of conduct witnessed in competitive online gaming cultures is a vantage point for a further analysis of contentious behavior of competitive online gaming content providers in digital media. In this research, I define toxicity as a set of behaviors that ‘include a range of overlapping terms that vary in severity, such as trash talking, trolling, griefing, cyberbullying and harassment’ (Tomkinson and van Den Ende, 2021).…”
Section: Methods and Scopementioning
confidence: 99%
“…For example, if a player gets ejected immediately from a game due to misbehaviour, he or she can simply join another match. A (temporary) ban on the gaming account might take weeks to be implemented and may easily be evaded by creating a new (anonymous) account (Tomkinson and van den Ende, 2022). If normative behaviour cannot be induced through the physical body, like in traditional sports, this particular role could be fulfilled through different means, such as linking one's identity to the gaming account.…”
Section: Normalizing Judgment In Esport and Competitive Gamingmentioning
confidence: 99%
“…Krassen and Aupers (2022) show that players can feel subordinated to disciplinary mechanisms of panopticism , like requiring to train individually or in teams, but they have always the option to opt out. Tomkinson and van den Ende (2022) describe an in-game function that allows players to judge deviant behaviour of other players as a panoptic mechanism. The idea behind these mechanisms is that players sense the gaze of an endorsement and punishment system and act accordingly.…”
Section: Elaborating On Panopticism and Its Alterationsmentioning
confidence: 99%
See 1 more Smart Citation
“…To answer what potential sensitive audiovisual elements are in game streaming and what the underlying issues and strategies can be, this paper takes the Chinese-language streaming of Overwatch League (OWL), an esports tournament of the game Overwatch (Blizzard, 2016) as a case study for research. OWL has been researched in terms of its broadcast structure and game presentation (Turtiainen et al, 2016), fan impact (Välisalo & Ruotsalainen, 2019), the participation of female esports icons like Geguri (Cullen, 2018;Choi et al, 2020) and toxicity towards esports players (Tomkinson & Van Den Ende, 2021). Driven by practical phenomena, I use netnographical approaches such as participatory observation, transcribing, screenshots and screencasts to collect localisation samples of OWL-sensitive audiovisual elements.…”
mentioning
confidence: 99%