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Take This
This research report, published in August 2023, investigates the financial repercussions of toxic gaming communities and advocates for the business case of community management. The study, conducted by Nielsen through its Video Game Tracking Service and provided to Take This via its Data for Good program, surveyed 2,328 teens and adults in North America. The primary objective was to quantify how negative experiences within gaming communities influence player engagement and spending.
Key findings indicate a significant impact of toxicity on player behavior. Notably, 42% of all male players reported quitting a game session or permanently abandoning a game due to harassment. Younger players, specifically those under 18, demonstrated a higher propensity to take action against toxic groups, including avoiding spending, leaving groups, or refraining from joining them altogether. A substantial majority, seven out of ten players, admitted to avoiding certain games entirely because of the community's reputation for toxicity.
The report underscores that toxic environments not only deter current players but also prevent potential new players from engaging with games, directly affecting revenue and player retention. The geographic scope of the data is North America, focusing on the broader video game industry segment. The methodology relies on a large-scale survey, providing quantitative evidence of the link between community toxicity and financial outcomes for game developers and publishers.
Jason Schreier · 2026