Are Passionate Fans to Blame for Conflict in Sporting?

t’s not uncommon to see passionate fans put it all on the line for whatever they do, and in the heat of the moment passions can certainly rise, it’s seen within gaming all the time as one option like this casino review of dunder casino with live chatrooms has shown, or as forums and chat spaces have changed over time online too. A most recent example of this can be seen for Formula 1, and the crash that occurred this weekend between Lewis Hamilton and Max Verstappen that has shown just how quickly conflict can arise.

(Image from theguardian.com)

As the championship has heated up and got closer than any year prior, both drivers were certainly looking to drive more aggressively and put it all on the line to get an edge over their opponent, and seemingly inevitable at some point that they’d have a coming together – that’s exactly what happened at Silverstone this past weekend as Max Verstappen had a huge crash. With plenty of support from other drivers and experts saying it was simply a racing incident, it didn’t stop popular chatrooms and forums from developing their own opinion, and not always in the nicest way possible either. (more…)

Can Identifying Conflict Concerns Lead to More Problems?

In the growing online space and changing digital landscape, delivering on changes to enhance the customer experience of all players have often been key in helping particular services grow and succeed – whether this be from the biggest online esports, growing online gaming platforms an example being Wish casinos list of titles, through to the smaller platforms still looking to find a new audience. But solving one problem can often lead to others, and conflict resolution isn’t always as simple as identifying the problem and making a change, and a platform that has learnt more about this than others recently has been within the online streaming platform of Twitch.

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Well known amongst fans for the huge amount of content it delivers and the big streamers who have made a name for themselves, it also gains a huge amount of attention for the controversial changes it makes that time and time again seem to lead to more conflict – a change in the type of language allowed to be used in chats or categories only for it to contradict a previous change made, or a change in guidelines for streaming that would otherwise be a bannable offense leading to no action where other creators find larger repercussions for much of the same. It often raises a very interesting question, if the changes had never been made, and the problem not brought to attention, would it still lead to the same conflicting outcomes, or would it be something more easily looked over? (more…)

Is Trash Talking Bad for Sport?

Throughout the history of sport, trash talking has always been used to get into an opponent’s head – there have even been studies to see just how effective trash talking as a whole is both in sports but also in many different industries around the world too. There are also prime examples of those who have used trash talking as a very successful part of their game plan too, and those who have been not so successful, but is it bad for sport as a whole or something needed in order to keep a flame alive for some?

(Image from wholechildsports.com) (more…)

Why Has The Gaming Industry Has Become So Popular?

Over the past couple of decades, the gaming industry, and especially since the introduction of the internet to the market, has quickly become one of the fastest-growing industries on the market, and this dominance in the entertainment industry is only due to a rise in the coming years. Although, why the gaming industry has become so popular is down to many factors, some of which we will investigate below.

[Image: ShinyShiny]

One of the main reasons why gaming has become so popular in recent times is due to the technological advancements that it has shown in recent years. The gaming industry is one of the industry leaders when it comes to taking advantage of the latest technologies and therefore the quality of games as game developers take advantage of these is soaring every year. This comes in various formats, including high-quality 8K gaming graphics, the move towards virtual and augmented reality gaming, and many more technological changes that have catapulted the gaming industry. (more…)

Conflict Concerns from Online Gaming

Online gaming as a whole certainly seems to be hitting its stride as it moves through its prime with the biggest services in the world continuing to grow, the centre of the growth has certainly been within the many different interactive multiplayer games that have become most well known across streaming platforms and their representation in esports too. A key feature for these games has always been within anonymity online however, but this does become somewhat of a breeding ground for conflict to rise too, and there have always been concerns around toxicity online.

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It is becoming much more visible too – growing communities like LiveStreamFail on reddit are dedicated to highlighting events that happen online particularly through gaming streams that either show an incredible stream highlight, or more likely the efforts of toxicity on stream and the community itself. There have been plenty of efforts put forward in order to reduce this problem too, things such as the Twitch Safety Council, which although did fall a little flat given some more conflict and drama around particular members, had been built with the aim of addressing toxicity on the streaming platform as a whole. (more…)

MICROCON

MICROCON, or ‘A Micro Level Analysis of Violent Conflict’ is a five-year research programme funded by the European Commission, which takes an innovative micro level, multidisciplinary approach to the study of the conflict cycle.

Almost one third of the world’s population lives in conflict-affected low-income countries. At a fundamental level, conflict originates from people’s behaviour and how they interact with society and their environment – from its ‘micro’ foundations. Yet most conflict research and policy focuses on ‘macro’ perspectives. MICROCON seeks to redress this balance.

Aim

The programme aims to promote understanding of individual and group interactions leading to and resulting from violent mass conflicts, with the purpose of uncovering much-needed fundamentals for better informed domestic, regional and international conflict policy, which places individuals and groups at the centre of their interventions.

It takes an innovative micro level, multidisciplinary approach to conflict, and aims to go beyond merely reactive theorisations of conflict to look at the complete dynamics (across intensities, actors, triggers and effects) of violent mass conflicts.

Outputs

The main outputs of MICROCON will come from 28 different research projects working in over 40 countries, covering eight main themes:

  • Group Formation, Identities and Mobilisation;
  • Contemporary Conflicts and Ethnic-Religious Tensions;
  • Gender Aspects of Violent Conflicts;
  • Migration, Displacement and Refugees;
  • Risk, Security and Coping Mechanisms;
  • Poverty, Inequality and Social Exclusion;
  • Violent Conflict and Health Outcomes;
  • Governance and Institutions.

These research themes will be complemented by two policy research projects entitled ‘Conflict in the European Neighbourhood’ and ‘Evaluating Conflict Interventions’. The project will be implemented by a team of 60 researchers in 22 partner institutions in 16 different countries.

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