Online Games, Harassment, and Sexism

Gamers are no strangers to the anger that can accompany competition. As a timely for-instance, before I sat down to start writing this post I was playing my usual online game to relax after work. As I began playing my first game of the afternoon, I saw a message pop up from someone who had sent me a friend request a few days back after I had won a match (you need to accept these friend requests before messages can be sent). Despite the lag in between the time that request was sent and when I accepted it, the message I was greeted with called me a cunt and informed me that I have no life before the person removed themselves from my friend list to avoid any kind of response. However accurately they may have described me, that is the most typical reason friend requests get sent in that game: to insult. Many people – myself included – usually don’t accept them from strangers for that reason and, if you do, it is advisable to wait a few days for the sender to cool off a bit and hopefully forget they added you. Even then, that’s no guarantee of a friendly response.

Now my game happens to be more of a single-player experience. In team-based player vs player games, communication between strangers can be vital for winning, meaning there is usually less of a buffer between players and the nasty comments of their teammates. This might not draw much social attention, but these players being insulted are sometimes women, bringing us nicely to some research on sexism.

Gone are the simpler days of yelling at your friends in person

A 2015 paper by Kasumovic & Kuznekoff examined how players in the online, first-person shooter game Halo 3 responded to the presence of a male and female voice in the team voice chat, specifically in terms of both positive and negative comments directed at them. What drew me to this paper is two-fold: first, I’m a gamer myself but, more importantly, the authors also constructed their hypotheses based on evolutionary theory, which is unusual for papers on sexism. The heart of the paper revolves around the following idea: common theories of sexist behavior towards women suggest that men behave aggressively towards them to try and remove them from male-dominated arenas. Women get nasty comments because men want them gone from male spaces. The researchers in this case took a different perspective, predicting instead that male performance within the game would be a key variable in understanding the responses players have.

As men heavily rely on their social status for access to mating opportunities, the authors predicted they should be expected to respond more aggressively to newcomers into a status hierarchy that displace them. Put into practice, this means that a low-performing male should be threatened by the entry of a higher-performing woman into their game as it pushes them down the status hierarchy, resulting in aggression directed at the newcomers. By contrast, males that perform better should be less concerned by women in the game, as it does not undercut their status. Instead of being aggressive, then, higher-performing men might give female players more positive comments in the interests of attracting them as possible mates. Putting that together, we end up with the predictions that women should receive more negative comments than men from men who are performing worse, while women should receive more positive comments from men who are performing better.

To test this idea, the researchers played the game with 7 other random players (two teams of 4 players) while playing either male or female voice lines at various intervals during the game (all of which were pretty neutral-to-positive in terms of content, such as, “I like this map” played at the beginning of a game). The recordings of what the other players (who did not know they were being monitored in this way, making their behavior more natural) said were then transcribed and coded for whether they were saying something positive, negative, or neutral directed at the experimenter playing the game. The coders also checked to see whether the comments contained hostile sexist language to look for something specifically anti-woman, rather than just negativity or anger in general.

Nothing like some wholesome, gender-blind rage

Across 163 games, any other players spoke at all in 102 of them. In those 102 games, 189 players spoke in total, 100% of whom were male. This suggests that Halo 3, unsurprisingly, is a game that women aren’t playing as much as men. Only those players who said something and were on the experimenter’s team (147 of them) were maintained for analysis. About 57% of those comments were in the female-voiced condition, while 44% where in the male condition. In general, then, the presence of a female voice led to more comments from other male players.

In terms of positive comments, the predicted difference appeared: the higher the skill level of the player talking at the experimenter, the more positive comments they made when a woman’s voice was heard; the worse the player, the fewer positive comments they made. This interaction was almost significant when considering the relative difference, rather than the absolute skill rating (i.e. Did the player talking do worse or better than the experimenter). By contrast, the number of positive comments directed at the male-voiced player was unrelated to the skill of the speaker.

Turning to the negative comments, it was found that they were negatively correlated with player skill in general: the higher the skill of the player, the fewer negative comments they made (and the lower the skill, the more negative they got. As the old saying goes, “Mad because bad”). The interaction with gender was less clear, however. In general, the teammates of the female-voiced experimenter made more negative comments than in the male condition. When considering the impact of how many deaths a speaking player had, the players were more negative towards the woman when dying less, but they were also more negative towards the man when dying extremely often (which sees to run counter to the initial predictions). The players were also more negative towards a women when they weren’t getting very many kills (with negativity towards the woman declining as their personal kills increased), but that relationship was not observed when they had heard a male voice (which is in line with the initial predictions).

Finally, only a few players (13%) made sexist statements, so the results couldn’t be analyzed particularly well. Statistically, these comments were unrelated to any performance metrics. Not much more to say about that beyond small sample size.  

Team red is much more supportive of women in gaming

Overall, the response that speaking players had to the gender of their teammate depended, to some extent, on their personal performance. Those men who were doing better at the game were more positive towards the women, while those who were doing worse were more negative towards them, generally speaking.

While there are a number of details and statements within the paper I could nitpick, I suspect that Kasumovic & Kuznekoff (2015) are on the right track with their thinking. I would add some additional points, though. The first of these is rather core to their hypothesis: if men are threatened by status losses brought on by their relative poor performance, it seems that these threats should occur regardless of the sex of the person they’re playing with: whether a man performs poorly relative to a woman or another man, he will still be losing relative status. So why is there less negativity directed at men (sometimes), relative to women? The authors mention one possibility that I wish they had expanded upon more, which is that men might be responding not to the women per se as much as the pitch of the speaker’s voice. As the authors write, voice pitch tends to correlate with dominance, such that deeper voices tend to correlate with increased dominance.

What I wish they had added more explicitly is that aggression should not be deployed indiscriminately. Being aggressive towards people who are liable to beat you in a physical contest isn’t a brilliant strategy. Since men tend to be stronger than women, behaving aggressively towards other men – especially those outperforming you – should be expected to have carried different sets of immediate consequences, historically-speaking (though there aren’t many costs in modern online environments, which is why people behave more aggressively there than in person). It might not be that the men are any less upset about losing when other men are on their team, but that they might not be equally aggressive (in all cases) to them due to potential physical retribution (again, historically).

There are other points I would consider beyond that. The first of these is the nature of insults in general. If you remember the interaction I had with an angry opponent initially, you should remember that the goal of their message was to insult me. They were trying to make me feel bad or in some way drag me down. If you want to make someone feel bad, you would do well to focus on their flaws and things about them which make you look better by comparison. In that respect, insulting someone by calling attention to something you share in common, like your gender, is a very weak insult. On those grounds we might expect more gendered insults against women, given that men are by far the majority in these games. Now because lots of hostile sexist insults weren’t observed in the present work, the point might not be terribly applicable here. It does, however, bring me to my next point: you don’t insult people by bringing attention to things that reflect positively on them.

“Ha! That loser can only afford cars much more expensive than I can!”

As women do not play games like Halo nearly as much as men, that corresponds to lower skill in those games on a population level. Not because women are inherently worse at the game but simply because they don’t practice them as much (and people who play those games more tend to become better at them). If you look at the top competitive performance in competitive online games, you’ll notice the rosters are largely, if not exclusively, male (not unlike all the people who spoke in the current paper). Regardless of the causes of that sex difference in performance, the difference exists all the same.

If you knew nothing else about a person beyond their gender, you would predict that a man would perform better at Halo than a woman (at least if you wanted your predictions to be accurate). As such, if you’ve just under-performed at this game and are feeling pretty angry about it, some players might be looking to direct blame at their teammates who clearly caused the issue (as it would never be their the speaker’s skill in the game, of course. At least not if you’re talking about the people yelling at strangers).

If you wanted to find out who was to blame, you might consult the match scores: factors like kills and deaths. But those aren’t perfect representations of player skill (that nebulous variable which is hard to get at) and they aren’t the only thing you might consult. After all, scores in a singular game are not necessarily indicative of what would happen over a larger number of games. Because of that, the players on these teams still have limited information about the relative skill of their teammates. Given this lack of information, some people may fall back on generally-accurate stereotypes in trying to find a plausible scapegoat for their loss, assigning relatively more blame for the loss to the people who might be expected to be more responsible for it. The result? More blame assigned to women, at least initially, given the population-level knowledge.

“I wouldn’t blame you if I knew you better, so how about we get to know each other over coffee?”

That’s where the final point I would add also comes in. If women perform worse on a population level than men, the low-performing men suffer something of a double status hit when they are outperformed by a woman: not only is there another player who is doing better than them, but one might expect this player to be doing worse, knowing only their gender. As such, being outperformed by such a player makes it more difficult to blame external causes for the outcome. In a sentence, being beaten by someone who isn’t expected to perform well is a more honest signal of poor skill. The result, then, is more anger: either in an attempt to persuade others that they’re better than they actually performed or in an attempt to get the people out of there who are making them look even worse. This would fit within the author’s initial hypothesis as well, and would probably have been worth mentioning.

References: Kasumovic, M. & Kuznekoff, J. (2015). Insights into sexism: Male status and performance moderates female-directed hostile and amicable behavior. PLoS ONE 10(7). doi:10.1371/journal.pone.0131613

Practice, Hard Work, And Giving Up

There’s no getting around it: if you want to get better at something – anything – you need to practice. I’ve spent the last several years writing rather continuously and have noticed that my original posts are of a much lower quality when I look back at them. If you want to be the best version of yourself that you can be, you’ll need to spend a lot of time working at your skills of choice. Nevertheless, people do vary widely in terms of how much practice they are willing to devote to a skill and how readily they abandon their efforts in the face of challenges, or simply to time. Some musicians will wake up and practice several hours a day, some only a few days a week, some a few times throughout the year, and some will stop playing entirely (in spite of almost none of them making anything resembling money from it). In a word, some musicians possess more grit than others.

Those of us who spend too much time at a computer acquire a different kind of grit

To give you a sense for what is meant by grit, consider the following description offered by Duckworth et al (2007):

The gritty individual approaches achievement as a marathon; his or her advantage is stamina. Whereas disappointment or boredom signals to others that it is time to change trajectory and cut losses, the gritty individual stays the course.

Grit, in this context, refers to those who continue to pursue their goals when faced with obstacles, major or minor. According to Duckworth et al (2007), this trait of grit is referenced regularly by people discussing the top performers in their field about as often as talent, even if they might not refer to it by that name.

The aim of the Duckworth et al (2007) paper, broadly speaking, was two-fold: to create a scale to measure grit (as one did not currently exist), and then use that scale to see how well grit predicted subsequent achievements. Without going too in depth into the details of the project, the grit scale eventually landed on 12 questions. Six of those dealt with how consistent one’s interests are (like, “my interests change from year to year”) and the other six with perseverance of effort (like, “I have overcome setbacks to conquer an important challenge”). While this measure of grit was highly correlated with the personality trait of conscientiousness (r = .77), the two were apparently different enough to warrant separate categorization, as the grit score still predicted some outcomes after controlling for personality.

When the new scale was directed at student populations, grit was also found to relate to educational achievement, controlling for measures of general intelligence: in this case, college GPA controlling for SAT scores in a sample of about 1,400 Upenn undergraduates. The relationship between grit and GPA was modest (r = .25), though it got somewhat larger after controlling for SAT scores (r = .34). In a follow-up study, the grit scale was also used to predict which cadets at a military academy completed their summer training. Though about 94% of the cadets completed this training, these grittiest individuals were the least likely to drop out, as one might expect. However, unlike in the Upenn sample, grit was not a good predictor of subsequent cadet GPA in that sample (r = .06), raising some questions about the previous result (which I’ll get to in a minute).

This is time not spent studying for that engineering test

With that brief summary of grit in mind – hopefully enough to give you a general sense for the term – I wanted to discuss some of the theoretical aspects of the idea. Specifically, I want to consider when grit might be a good thing and when it might be better to persevere a little less or find new interests.

One big complication stopping people from being gritty is the simple matter of opportunity costs. For every task I decide to invest years of dedicated, consistent practice to, there are other tasks I do not get to accomplish. Time spent writing this post is time I don’t get to spend pursuing other hobbies (which I have been taking intermediate breaks to pursue, for the record). This is, in fact, why I have begun writing a post every two weeks or so down from each week: there are simply other things in life I want to spend my time on. Being gritty about writing means I don’t get to be equally gritty about other things. In fact, if I were particularly gritty about writing I might not get to be gritty about anything at all. Not unless I wanted to stop being gritty about sleep, but even then I could just devote that sleeping time to writing as well.

This is a problem when it comes to grit being useful, because of a second issue: diminishing returns on practice. That first week, month, or year you spend learning a skill typically yields a more appreciable return than the second, third, or so on. Putting that into a quick example, if I started studying chess (a game I almost never play), I would see substantial improvements to my win rate in the first month. Let’s just say 10% to put a number on it. The next month of practice still increases my win rate, but not by quite as much, as there are less obvious mistakes I’m making. I go up another 5%. As this process continues, I might eventually spend a month of practice to increase my win rate by mere fractions of a percent. While this dedicated practice does, on paper, make me better, the size of those rewards relative to the time investment I need to make to get them gets progressively smaller. At a certain point, it doesn’t make much more sense to commit that time to chess when I could be learning to speak Spanish or even just spend that time with friends.

This brings us nicely to the next point: the rate of improvement, both in terms of how quickly you learn and how far additional practice can push you, ought to depend on one’s biological potential (for lack of a better term). No matter how much time I spend practicing guitar, for instance, there are certain ceilings on performance I will not be able to break: perhaps it becomes physically impossible to play any faster while maintaining accuracy; perhaps some memory constraints come into play and I cannot remember everything I’ve tried to learn. We should expect grit to interact with potential in a certain way: if you don’t have the ability to achieve a particular task, being gritty about pursuing it is going to be time spent effectively banging your head against a brick wall. By contrast, the individual who possesses a greater potential for the task in question has a much higher chance of grit paying off. They can simply get more from practice.

Some people just have nicer ceilings than others

This is, of course, assuming the task is actually one that can be accomplished. If you’re very gritty about finding the treasure buried in your backyard that doesn’t actually exist, you’ll spend a lot of time digging and none getting rich. Being gritty about achieving the impossible is a bad idea. But who’s to say what’s impossible? We usually don’t have access to enough information to say something cannot (or at least will not) be achieved, but we can often make some fairly-educated guesses. Let’s just stick to the music example for now: say you want to accomplish the task of becoming a world-famous rockstar. You have the potential to perform and you’re very gritty about pursuing it. You spend years practicing, forming bands, writing songs, finding gigs, and so on. One problem you’re liable to encounter in this case is simply that many other people who are similarly qualified are doing likewise, and there’s only so much room at the top. Even if you are all approximately as talented and gritty, there are some ceiling effects at play where being even grittier and more talented does not, by any means, guarantee more success. As I have mentioned before, the popularity of cultural products can be a fickle thing. It’s not just about the products you produce or what you can do. 

We see this playing out in the world of academia today. As many have lamented, there seem to be too few academic jobs for all the PhDs getting minted across the country. Being gritty about pursuing that degree – all the time, energy, and money spent earning it – turned out to not be a great idea for many who have done so. Sure, you can bet that just about everyone who achieved their dream job as a professor making a decent salary was pretty gritty about things. You have to be if you’re going to spend 10 or more years invested in higher education with little payoff and many challenges along the way. It’s just that lots of people who were about as gritty as those who got a job failed to do anything with their degree after they achieved it. As this example shows, not only does the task need to be achievable, but the rewards for achieving it need to be both valuable and likely if grit is to pay off. If the rewards aren’t valuable (eg, a job as an adjunct teaching 5 courses a semester for about as much as you’d make working minimum wage, all things considered), then pursuing them is a bad idea. If the rewards are valuable but unlikely (eg, becoming a top-selling pop artist), then pursuing them is similarly a bad idea for just about everyone. There are better things to do with your time.

The closest most people will come to being a rockstar

This yields the following summary: for grit to be potentially useful, a task needs to be capable of being accomplished, you need the potential to accomplish it given enough time, the rewards of achieving it need to be large enough, relative to the investment you put in, and the probability of achieving those rewards is comparably high. While that does leave many tasks for which passionate persistence and practice might pay off (and many for which it will not), this utility always exists in the context of other people doing likewise. For that reason, beyond a certain ceiling of effort more is not necessarily much of a guarantee of success. You can think of grit as – in many cases – something of a prerequisite for success rather than a great determinant. Finally, all of that needs to be weighed against the other things you could be doing with your time. Time spent being gritty about sports is time not spent being gritty about academics, which is time not spent being gritty about music, and so on.

If you want to reach your potential within a domain, there’s really no other option. You’ll need to invest lots of time and effort. Figuring out where that effort should go is the tricky part.

References: Duckworth, A., Peterson, C, Matthews, M., & Kelly, D. (2007). Grit: Perseverance and passion for long-term goals. Journal of Personality & Social Psychology, 92, 1087-1101.