12/12/2024 / By Lance D Johnson
In the ever-evolving landscape of digital surveillance, the gaming industry has become a new frontier for data collection and behavioral control. Riot Games, a behemoth in the gaming world, has recently expanded its Terms of Service (ToS) in a move that should send shivers down the spine of anyone who values privacy and freedom of expression. This isn’t just about policing in-game behavior; it’s about extending Riot’s reach into every corner of a player’s life, all under the guise of monitoring “off-platform conduct” for the safety of its users.
Riot’s new terms of service agreement grants the company unprecedented power to monitor and punish players for actions that occur outside the virtual realms of Valorant and League of Legends. The vague language used in these terms—referring to “the various places that touch (users’) gaming experience”—opens the door to a vast array of interpretations. What constitutes “off-platform conduct”? A tweet? A Facebook post? A conversation in a Discord server? The possibilities are endless, and so is the potential for abuse.
What’s particularly alarming is that Riot isn’t even planning to actively monitor players’ social media. Instead, they’re relying on the community to police itself, encouraging gamers to report each other for behavior that might not even be happening in-game. This creates a toxic environment where players are incentivized to snitch on one another, fostering a culture of suspicion and mistrust. It’s a far cry from the camaraderie that gaming communities are supposed to foster.
The penalties for violating these new rules are severe, ranging from suspensions to “Riot-wide” bans. Even if a player is streaming content with a Riot game in the background, they could face punishment if Riot deems their behavior “problematic.” The language here is so broad and open to interpretation that it’s impossible to know where the line is until you’ve already crossed it. This isn’t just about cleaning up the toxicity in League of Legends, as game director Joe Ziegler claims; it’s about exerting control over every aspect of a player’s digital life.
Riot’s Senior Vice President Anna Donlon’s comments about needing to “do better” and players not needing to “grow a thicker skin” are laughable in the face of such draconian measures. It’s easy to talk about “doing better” when you’re the one holding the ban hammer. The reality is that Riot is creating an environment where players are constantly walking on eggshells, afraid to express themselves for fear of being punished.
The company’s statement that “Evil statements under the guise of shit talk (are) not welcome here” is particularly chilling. What constitutes an “evil statement”? Who gets to decide? The answer, of course, is Riot itself, with its ever-expanding definition of what is and isn’t acceptable. This isn’t just about policing speech; it’s about controlling thought.
The gaming industry has long been a place where players could escape the pressures of the real world, a digital sanctuary where they could be themselves without fear of judgment. But with companies like Riot expanding their ToS to cover off-platform conduct, that sanctuary is being eroded. Players are no longer just gamers; they’re data points, their every action monitored and analyzed for potential infractions.
This isn’t just about gaming; it’s about the broader issue of data collection and behavioral control. As companies like Riot continue to expand their reach, we’re seeing a disturbing trend of digital surveillance that extends far beyond the confines of the games themselves. It’s a slippery slope, and once we start down it, there’s no telling where it will end.
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Tagged Under:
behavior control, Censorship, computing, cyber war, digital footprint, digital surveillance, gaming, Glitch, information technology, insanity, privacy watch, Riot Games, speech police, terms of service, thought control, thought crimes, thought police, Tyranny, watched
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