I was watching some celebrity stuff on social media and wondering why people felt the need to line up to kick someone when it was obvious that the person was breaking in a real bad way from all the negative attention. It made me wonder about online mob mentality, and naturally, games because it's my hobby.
There's this thing called 'academic mobbing' that can be freaky accurate when applied to how people behave in mud communities. A person or group focus on a target and begins a smear campaign to drive them away, making it impossible, over time, for that person to hope to defend themselves. Why? Because so much time has been spent framing that person up to be unstable, not in step with the group, or a bully when it could actually be the accusing parties that have these problems.
Some would say, the targets of that attention should stand up for themselves, or ask for help, but one person ordinarily can't handle all the negative attention alone and sometimes the people 'in charge' know full well what is happening. Leaving is in the target's best interest, but then the mob gets their way and can keep the status quo or find another target.
People shouldn't be quiet about this - or delude themselves into thinking they haven't been part of the problem with compliant silence or outright shunning. The people that initiate this behavior often have issues and project them onto others, causing harm and isolation to those they focus on.
Even if people roll their eyes and say, 'These are just games we play for fun, its not that serious." This is more of an organizational problem, which is why it is being examined in the military, universities, and corporations. In text games, because of the highly social aspect, there is an accountability for what happens in the community from the top that filters down to every member. Admins are not solely at fault for these issues and neither are players, so neither should be pointed at with accusing fingers.
As a community, we should pause if we see these described patterns and ask ourselves if we really need to get in line to kick a person 'everyone hates' when they're already virtually on the floor and bleeding. There may very well be truth to the rumors being spread about them and we should be able to warn each other of that harmful behavior, but also be aware of this group behavior as well.
Thread ISN'T is a place to air specific dirty laundry, but I would like to ask folks to discuss this if they would like. I think it can't be denied that mobbing can make our niche hobby even more niche when hobbyists leave and tell others to stay away. Are there any universal conduct rules that anyone would like or have liked seeing across the board for all text games? They can vary by the type of game and by the category. How does handling of disputes make for better social environments and which games get it right? How can we not join 'mobs' and better pinpoint the actual person(s) being an issue? What other things can we think of here?