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originally posted by: CatandtheHatchet
a reply to: _BoneZ_
T&C its the title of the article in the Guardian, not mine
originally posted by: UKTruth
Oh FFS, the SJWs have moved into VR too? Great.
originally posted by: schuyler
Add to that the established fact that many "girls" in gaming are actually boys in disguise and it gets even more creepy. Oh, dear, I guess that makes me a homophobe now. drat!
Sargon sums up this bit of Feminist "Crazy" quite well!
originally posted by: CatandtheHatchet
Yes he does, the article is narrative pushing junk, which in my opinion based on the games stats and it's seeming capabilities, are based on disingenuous reporting.
originally posted by: CatandtheHatchet
right up until the moment someone named BigBro442 decided to “virtually rub [her] chest” and make her feel like just another “powerless woman”. “Even when I turned away from him, he chased me around, making grabbing and pinching motions near my chest,” she wrote in a Medium post of her experience playing QuiVR, a virtual reality game. “Emboldened, he even shoved his hand toward my virtual crotch and began rubbing.”
I'm not so sure, I do VR development as a hobby right now. I've always focused on single player so this isn't something I had really considered. Any time something is online though, you have to design while thinking about the toxicity of your games community. It's the internet and people are going to troll each other, furthermore there's going to be some segment who simply misunderstands a gesture. It's definitely something to be aware of.
originally posted by: CatandtheHatchet
But humans are going to do what they do socially, trolling is a part of the online environment (because humans seem to enjoy being responded to (acknowledged) and acting like a troll is a cheap and easy way to achieve this), for the most part (apart from doxing and swating) this can be solved with user controlled blocks and in allowing individual preferences regarding who they socializes with, while multi-player gaming.
User controlled blocks are a good way to ignore a message, but you still have to see a character if that character is able to interact with the game world. The sort of harassment being talked about in this article is through body language. Touching, being in your face, etc. Blocks don't stop that, and it's been a minor but ongoing issue in multiplayer games for years now. From the teabagging you might see in an FPS to someone not getting out of your face in an MMO (especially a first person MMO). In VR these actions have the potential of being a bit more offensive because your characters range of animation is larger and it involves communication not through your chat server which is an easy thing to block, but rather through your game rendering, where the simple act of removing a disruptive element can still disrupt your experience because unseen forces (the blocked players) will alter the game environment without the player getting feedback as to why.
originally posted by: CatandtheHatchet
So perhaps a close proximity shield in these particular VR instances would be useful.
Implementing having an override, that the individual gamer can switch off for particular players they want to have direct virtual contact with, and a corresponding switch off, if circumstances change, might solve this as a basic standard rather than making ideological hay