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Online gaming in 2021: A new survey of gamers shows toxicity, misogyny, and a lack of effective moderation risks becoming normalized
A new joint report by consumer research platform PickFu and AI-based moderation specialist Utopia Analytics finds 70% of online gamers have experienced or witnessed harassment while playing games online. The majority of experienced abuse towards women was reported as misogynistic
Consumer research platform PickFu and AI-based moderation specialist Utopia Analytics have partnered to publish a report based on insights drawn from 1,000 U.S.-based gamers, which lays bare the concerning state of online gaming in 2021.
The report, Playing games online in 2021: Toxicity, misogyny and missing moderation, asked gamers to share their first-hand experiences of toxicity in online games. It found that 38% have been the direct target of abusive remarks from other gamers, and a further 32% had witnessed abuse but had not endured it themselves. In total, a worrying 70% of the gamers polled had been negatively affected by the behavior of other gamers.
With the levels of abuse and toxicity across social media reaching endemic levels, toxicity in games is still represented in the mainstream media as something affecting only a minority of gamers playing ‘hardcore’ FPS titles such as Counter Strike or Call of Duty. However, the experiences of the gamers polled in this report suggest that online abuse is far more widespread, and effective moderation of game communities and online play is sorely lacking.
Key findings include:
- Nearly half (49%) of the toxic behavior towards respondents centered around their personal or perceived identity, including factors such as ethnicity, gender, and sexual orientation.
- Of the 49%:
- 37% said they had been verbally harassed in an online game specifically because of their gender
- 31% had been harassed because of their ethnicity
- 32% had received harassment due to their sexual orientation
- 30% of the 489 women polled – almost one in three – said they had experienced abuse and toxicity when gaming online
- Of this 30%, the majority (72%) said the abuse was misogynistic. By comparison, none of the male respondents reported any gender-based discrimination or abuse
- MMO RPGs (Massively Multiplayer Online Role-playing Games) were the most toxic game genre according to our respondents. More than half reported witnessing or experiencing toxicity while playing these games.
“People turn to gaming to escape, assuming the virtual worlds they enter will be safe and fun. The reality, in gamers’ own words, is that these negative interactions significantly impact their mental health and enjoyment of games. This should be a wake-up call for the industry to make gaming a safe space for everyone,” said John Li, co-founder of PickFu.
“With so many people turning to games as a way to get through a year of lockdowns and upheaval, there is a risk that many of these new players will be bitterly disappointed if we cannot do more to reduce the ability of this toxic minority to disrupt the enjoyment of the majority, and as an industry take the issue of moderation far more seriously,” said Dr. Mari-Sanna Paukkeri, CEO of Utopia Analytics.
Using PickFu’s online platform, the poll collected feedback from 1,000 U.S.-based adults between ages 18–74 who self-identify as gamers across console, PC, and mobile platforms. The poll collected responses from May 6, 2021, to June 5, 2021. The data was analyzed jointly by PickFu and Utopia Analytics
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eSports
Esports Foundation names Faker Game Ambassador for EWC and ENC through 2028
Lee “Faker” Sang-hyeok joins Cristiano Ronaldo and Magnus Carlsen in the Esports Foundation’s Ambassador Program.
The Esports Foundation (EF) has appointed Lee “Faker” Sang-hyeok as a Game Ambassador for the Esports World Cup (EWC) and Esports Nations Cup (ENC) through 2028, the organization said on July 15, 2026 in a statement issued from Riyadh and Paris.
EF said Faker joins Cristiano Ronaldo, listed as the Foundation’s Global Ambassador, and Magnus Carlsen as part of the Esports Foundation Ambassador Program. The Foundation said Faker will represent “the perspective of esports players” across its international events, athlete initiatives, media engagements and leadership forums.
“You can’t talk about esports without mentioning Faker. He is the defining athlete of competitive gaming: a champion whose excellence, discipline and longevity have inspired an entire generation,” said Ralf Reichert, Chief Executive Officer of the Esports Foundation. “As our Game Ambassador, Faker represents something fundamental to the Ambassador Program: esports creates its own global sporting icons. Across EWC, ENC and NGSC, he will help ensure that the players who built this sport have a voice in shaping where it goes next.”
Faker said: “Competition has shaped my life, and I am proud to join the Esports Foundation as Game Ambassador. I want to continue competing for the biggest titles with T1 while representing the players and fans who have helped esports grow worldwide. Through the Esports World Cup, Esports Nations Cup and the Foundation’s wider platforms, I hope to inspire the next generation to pursue excellence, remain resilient and believe in how far competitive gaming can take them. There is still much more to achieve.”
EF highlighted Faker’s competitive record, describing him as a six-time League of Legends World Champion, EWC 2024 winner, two-time MSI champion and ten-time domestic champion with T1. The Foundation also said Faker became the first esports athlete to receive the Blue Dragon Medal in 2026, describing it as the Republic of Korea’s highest sporting honor awarded by President Lee Jae-myung.
The post Esports Foundation names Faker Game Ambassador for EWC and ENC through 2028 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Brand Partnerships
Midnite signs as Middlesbrough FC principal partner for 2026/27 season
Midnite has agreed a partnership with Middlesbrough FC that will see the UK bookmaker become the club’s principal partner and front-of-shirt sponsor for the 2026/27 campaign, which Middlesbrough describes as its landmark 150th season.
The companies announced the deal alongside a fan activation at Riverside Stadium on Thursday, July 9, branded “This Season’s On Us”. The initiative offered supporters prizes including 2026/27 season tickets, 2026/27 shirts, match tickets, or a £25 club shop voucher, with fans required to answer Middlesbrough trivia and complete a football challenge.
Middlesbrough former players Craig Hignett and David Wheater attended the event, and, according to the company, took bonus attempts on behalf of participants who missed out.
Andrew Mook, Midnite’s Head of Brand Marketing, said:
“Middlesbrough have a storied history and we’re delighted to announce this partnership during such a monumental year with the club celebrating their 150th anniversary.
“It was great to see so many Middlesbrough fans at the “This Season’s On Us” activation, we hope they enjoyed taking part and meeting club legends, with David Wheater hitting top bins on several occasions and allowing fans to win big with season tickets.
“We can’t wait to get to Riverside Stadium in August to kick-off a new season and we’re excited to say that we have plenty of new and captivating campaigns planned.”
Lee Fryett, Middlesbrough FC Chief Commercial Officer, added:
“We’re delighted to welcome Midnite as our new Principal Partner.
“We’re looking forward to working closely with Midnite to develop engaging campaigns, content and unique experiences that bring our fans even closer to the club.
“We’re confident this partnership will provide real value for our supporters while supporting our ambitions both on and off the pitch.”
The post Midnite signs as Middlesbrough FC principal partner for 2026/27 season appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
AGCO
ThrillTech secures AGCO supplier licence for Ontario launch
ThrillTech has been awarded a Gaming-Related Supplier licence by the Alcohol and Gaming Commission of Ontario (AGCO), clearing the company to launch in Ontario’s regulated market.
The licence allows ThrillTech to deploy its opt-in side bet jackpots technology with regulated online casino, sports betting and lottery operators across the province.
Benjamin Bradtke, Co-Founder of ThrillTech, said: “Securing our AGCO licence is a major step in our mission to transform how jackpots are delivered at scale across regulated markets. This latest certification is testament to our robust technology and trusted compliance frameworks, allowing us to continue our global growth trajectory. We are thrilled to bring our proven, compliant jackpot technology to Ontario, empowering locally licensed operators to uplift revenue without cannibalising existing spend.”
The company said its “ThrillPots” mechanics sit as an independent, player-funded side bet and do not alter the underlying game’s return-to-player mathematics.
ThrillTech said the Ontario approval enables its existing multinational partners that also operate in the province to launch its side bet jackpots locally, while it also holds talks with potential new operator partners. The company lists its regulated footprint as including the United Kingdom, Sweden, the Netherlands, Romania, Malta, Gibraltar, Brazil and Peru.
The post ThrillTech secures AGCO supplier licence for Ontario launch appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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