According to an analysis by the Anti-Defamation League, a study was conducted to understand where the most harassment in online gaming occurred among Americans in 2022. The goal was to identify which titles saw the strongest negative interactions and what this meant for players across the United States and Canada. The findings reflect a broader pattern in online communities, where competitive environments and large player bases can amplify hostile behavior, and they offer a snapshot of how players experience digital spaces during that year.
Valuing direct competition and rapid feedback loops, Valorant emerged as the most toxic title in the survey. In this fast paced online tactical shooter, the study found that eighty percent of players aged ten to seventeen reported being trolled or insulted at least once. The numbers underscore how youth communities can be particularly vulnerable to harassment in high-stakes environments where performance pressure and communication are central to gameplay. These insights align with ongoing conversations in North America about safeguarding younger players and fostering healthier in-game cultures, with recommendations that emphasize reporting tools, moderation, and community education as essential components of a safer gaming experience.
Next on the list was Dota 2, where seventy one percent of players reported insults. The game’s vast hero pool, dense strategy, and long matches often require sustained teamwork and communication, which can escalate tensions. The results suggest that complex, highly collaborative titles may demand stronger moderation and clearer guidelines for conduct to prevent corrosive exchanges from spilling into the broader player experience. This finding resonates with players and developers in both the United States and Canada who are seeking constructive ways to maintain competitive intensity without compromising personal dignity.
Fortnite ranked third, with sixty six percent of surveyed players encountering harassment. The game’s cross platform play and massive, diverse audience create a lively social ecosystem where banter, competition, and occasional toxicity can collide. The data points to a need for ongoing community management strategies that balance freedom of expression with respectful dialogue, especially as new players join and veteran players mentor or clash with each other. In the Canadian and American markets, publishers and platform holders are increasingly embracing proactive moderation, player education, and easy to access reporting channels as part of a broader approach to safety in popular battle royales.
On a more positive note, Minecraft stood out as the game with the most peaceful community among surveyed teens, with only forty six percent reporting insults. The title’s block building sandbox format often attracts a wide age range and a more collaborative tone, which can cultivate a kinder, more creative environment. The results suggest that game design can influence social dynamics, and that simpler mechanics, clear player expectations, and low friction communication channels contribute to a calmer experience. For families and educators in North America, this underscores the potential of games as social spaces that can teach cooperation and positive interaction while still offering challenge and fun.
Alongside these public findings, the study mentions a broader trend in which certain niche or experimental titles can experience different social dynamics. In some cases, smaller communities foster strong camaraderie, while other titles attract more heated exchanges due to competition, community size, or cultural context. The implications for players, developers, and platforms in the United States and Canada include prioritizing safety tooling, giving players control over who interacts with them, and supporting positive community norms through in game features and community standards. This is part of a growing conversation about how to make online gaming welcoming for players of all ages, backgrounds, and skill levels, without dampening the excitement and creativity that make these experiences enjoyable.
Additional observations from the study indicate that the online harassment landscape is not uniform across genres or regions. While action oriented, high intensity titles show strong signals of toxicity, more collaborative and creative titles can encourage constructive play when communities and developers invest in moderation and inclusive practices. Stakeholders in North America—game publishers, platform operators, and community managers—are increasingly examining the balance between competitive drive and respectful communication. They are looking to implement user friendly reporting, clearer consequences for abuse, and more transparent moderation policies, all while protecting legitimate free expression and ensuring that players feel safe to engage, learn, and have fun. The report’s insights thus serve as a call to action for ongoing improvements in how online gaming communities are built, managed, and sustained across Canada and the United States, with a focus on reducing harm without stifling the excitement of play.
Finally, a note on a separate release mentioned by former outlets: a game titled Holiday, described as a Russian themed celebration with characters depicted in a domestic social setting, has recently appeared on Steam. This example highlights the ongoing evolution of the gaming catalog and the varying reception new releases receive across markets. It also underscores the importance of mindful marketing and cultural sensitivity as communities grow and platforms expand their catalog in North America. [ADL study, 2022]