Sexual harassment in online gaming is not an isolated phenomenon—it’s part of many players’ daily experience. According to the GamerVictim research project, led by the Miguel Hernández University of Elche (UMH) in Spain, one in five gamers has experienced sexual victimization in online gaming environments. The study also reveals that women, LGBTQIA+ individuals, and older players are the most affected groups across various forms of harassment.
GamerVictim found that sexual victimization affects approximately 20% of a sample of over 1,800 Spanish gamers. Regarding hate-motivated incidents, such as insults based on race, gender, sexual orientation, or political views, the prevalence ranges from 20% to 30%, depending on the type of aggression.
“Toxicity and harmful behaviors are common in online gaming environments and affect a significant portion of players,” explains Mario Santisteban, professor of Criminal Law at UMH and one of the project researchers. The survey data show that being a woman, identifying as LGBTQIA+, or being an older player significantly increases the likelihood of victimization. Other influencing factors include the number of hours spent gaming weekly and the amount of personal information shared.
The research team, affiliated with the Crímina Center for the Study and Prevention of Crime at UMH, analyzed four main categories of problematic behavior in online gaming: social violence (such as insults and hate speech), sexual harassment, economic abuse, and problematic gaming behavior.
These experiences, the study warns, have real consequences: anxiety, low self-esteem, poor mental health, and even withdrawal from gaming. Moreover, many victims also end up reproducing toxic behaviors themselves. That is, players who are insulted for personal or ideological reasons are more likely to insult others in the same way, reinforcing a cycle of violence within gaming communities.
These findings build on previous studies by the same team, including research published in the European Journal on Criminal Policy and Research in 2023. In that study, the researchers analyzed 328 matches of the online game League of Legends and found that 70% of players were exposed to some form of toxic behavior, with constant complaints and insults being the most frequent. While more severe hate messages were less common, the study warned of the normalization of disruptive conduct and its implications for content moderation.
“Competitive games that pit two teams against each other—like multiplayer online battle arena (MOBA) games—tend to concentrate high toxicity levels,” says Santisteban. “These environments bring together many users in limited digital spaces with ineffective control systems, facilitating disruptive or violent behavior.” Still, Santisteban emphasizes that we know very little about what happens in most online games, so studies like GamerVictim are critical.
In response to these findings, the research team argues that game developers must be more active in protecting users. “They are in the best position to adapt game design and implement preventive measures,” says Santisteban. Proposed solutions include automated detection systems, practical reporting tools, and incentives for prosocial behavior. The team also highlights that the European Union’s Digital Services Act can be a key tool to promote transparency and user protection in online gaming spaces.
GamerVictim is the acronym for the PROMETEO 2023 – CIPROM/2022/33 project, titled Phenomenological and victimological analysis and legal responses to problematic behaviors in new digital communities around video games. UMH professor of Criminal Law Fernando Miró Llinares leads the project, which includes researchers from the Universitat Oberta de Catalunya, the Universitat de València, the University of Girona, and the University of Zaragoza. The project is funded by the Generalitat Valenciana’s Department of Innovation, Universities, Science, and Digital Society.