Bad Behavior and Appropriate Consequences in Xbox Live

Back in July of last year Microsoft announced new changes to the multiplayer system for their then upcoming Xbox One. This primarily referred to a reputation system that they would be implementing in an attempt to create a better social community. Today Microsoft announced some new details on the monitoring system that I presume will be coming into full effect shortly. The objective of the system seems fairly clear: make the social and online gaming scene on the Xbox One a more welcoming place by holding players accountable for what they say and weeding out the trolls. Although I’m sure eliminating hate entirely on Xbox Live is too big of a task for this single program to manage (and of course the system is also likely to be abused), it’s encouraging to see that people who harass others in online gaming wont get to hide behind anonymity and will face measurable consequences for their actions.

The reputation system revolves around the feedback of fellow players and is designed to both teach players to check their online behavior and warn others of potentially harmful accounts. Currently a player can be designated as a good player (green), someone who “needs work” (yellow), and someone who should be avoided (red). These classifications are available to be easily seen on a player’s Gamercard and are determined by reports of abusive behavior. Although Microsoft didn’t detail the exact algorithm behind the score, it is relative to the amount of hours you play online and the number of complaints/reports you receive in that time. While this does unfortunately mean that players who only “occasionally” demonstrate abusive, disruptive, or offensive behavior will more likely than not get away with their actions, it does appear that repeat offenders will be metaphorically “kept off the streets.” Microsoft does, however, assure that those claims that are found to be unsubstantiated or false will be monitored and acknowledged.

The allure, at least for me, in these reputation levels are the privileges and consequences that are associated with each level. At green a player has access to all the regular functions and, according to Microsoft, will be given “rewards for good behavior” in the future. Yellow, on the other hand, introduces consequences. In a yellow state players will actively receive warnings for their behavior and what effect it has on the community and will be given ways to instead have more positive interactions. At the red level, penalties to their play will occur. They will have reduced matchmaking pairings and will be suspended from using certain programs like Twitch broadcasting. This system will work retroactively too, so any negative feedback gathered from the launch of the Xbox One will be taken into account in this score, so players who had planned to only change because of the system won’t be free of reprimand.

While I certainly don’t think that this system is necessarily the most effective, it is great that initiatives are being taken to make online gaming safe spaces. I do have a small list of complaints, including that this system doesn’t seem to rank the severity of the abusive behavior. A single death or rape threat, for instance, is much more severe than a “u suck” comment. But I think the
structure of the system is effective. Providing warnings that draw attention to the person’s harmful actions and subsequently providing ways of changing their behavior is a psychologically effective means of inciting a change in behavior. Now other players will also be able to more noticeably recognize which players are better to avoid. Furthermore, what the program symbolizes is even more important. It’s a recognition of the negative environment Xbox Live can sometimes be and is an official attempt to make the community safer, and that’s important when trying to expand the gaming community.

Plus the trolls have already started to complain about it, and that’s basically a good sign right?

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