{"id":93749,"date":"2022-05-14T11:07:25","date_gmt":"2022-05-14T09:07:25","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=93749"},"modified":"2022-05-15T09:41:29","modified_gmt":"2022-05-15T07:41:29","slug":"activision-blizzard-hat-ein-neues-diversity-tool-vorgestellt","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2022\/05\/14\/activision-blizzard-hat-ein-neues-diversity-tool-vorgestellt\/","title":{"rendered":"Activision Blizzard hat ein neues Diversity Tool vorgestellt"},"content":{"rendered":"

Activision Blizzard has released a new blog detailing their Diversity Space Tool<\/a>: a new system for character design developed by King and the MIT Game Lab which translates elements of diversity into character attributes. (via<\/a>)<\/p><\/blockquote>\n

Im Verlauf des gestrigen Tages hat Activision Blizzard einen neuen Blogeintrag ver\u00f6ffentlicht, der Nutzern ihr neues Diversity Space Tool<\/a> etwas n\u00e4her bringen sollte. Dieses neue System wurde in den vergangenen Jahren wohl von King und MIT Game Lab erschaffen und es soll Entwicklerstudios dabei helfen mehr diverse Charaktere zu erschaffen. Durch das Tool k\u00f6nnen Personen von einem Programm errechnen lassen, wie divers eine von ihnen erstellte Spielfigur ist und wie viel Diversit\u00e4t es in einer Gruppe von Figuren gibt. Dadurch sollen Entwicklern mehr Optionen f\u00fcr diverse Charaktere aufgezeigt werden und man m\u00f6chte zeitgleich verhindern, dass erstellte Charaktere nur divers in ihren Hautfarben sind.<\/p>\n

Dieses Diversity Space Tool identifiziert, was f\u00fcr unterschiedliche Charaktereigenschaften und Besonderheiten eine Figur besitzt. Danach vergleicht es diese gefundenen Merkmale mit der im System gespeicherten „Norm“. Durch diesen Vergleich berechnet das Programm dann, wie divers der jeweilige Charakter oder die ausgesuchte Gruppe an Figuren sind. Nutzer erhalten die Ergebnisse dann in Form von mehreren Diagrammen, die die Diversit\u00e4t einer Figur in verschiedenen Kategorien wie beispielsweise Alter oder Kultur mit einer Zahl zwischen 0 (Die Norm)<\/em> und 10 angeben. Dabei kann das System wohl auch unterbewusste Vorurteile aufdecken und reine Token-Kreationen aufdecken.<\/p>\n

Mit diesem neuen Diversity Tool m\u00f6chte Activision Blizzard in Zukunft gegen Stereotypen, Tokenism und andere Probleme ank\u00e4mpfen. Das System wurde wohl bereits von den Teams von Call of Duty: Vanguard und Overwatch 2 verwendet und mehreren Tests unterzogen. Angeblich f\u00e4llt das Feedback dieser Entwickler recht positiv aus. Zus\u00e4tzlich dazu m\u00f6chte Activision Blizzard das Programm bis zum Ende des Jahres an alle ihre internen Teams weiterleiten. Danach ist eine Ver\u00f6ffentlichung f\u00fcr die gesamte Branche geplant.<\/p>\n

Wie sich jeder rational denkende Mensch sicherlich denken kann, wurde die Enth\u00fcllung des Diversity Space Tools<\/a> von der Fangemeinde nicht unbedingt positiv aufgenommen. Gleichzeitig wurde das System auch von mehreren Branchenexperten kritisiert und bem\u00e4ngelt. F\u00fcr diese Personen ist das Ganze im besten Fall einfach nur f\u00fcr Show und hat keinen wirklichen Vorteil. Im schlimmsten Fall verst\u00e4rkt das System die Tokenisierung von Charakteren nur noch weiter. Besonders stark kritisiert wurden die vorhandenen Beispielbilder, die Charaktere einfach nur auf simple Zahlenwerte reduzieren und scheinbar rein zuf\u00e4llig bestimmte Charaktere als kultureller als andere Figuren einstufen.<\/p>\n

Aufgrund dieser negativen Reaktionen sah sich Activision Blizzard bereits gezwungen etwas Schadensbegrenzung zu leisten und eine Stellungnahme zu ver\u00f6ffentlichen. Laut diesem Beitrag soll das Tool nur bei der Suche nach Trends und Vorurteilen helfen. Gleichzeitig wurde betont, dass das System bisher nur getestet wurde und kein Team es aktiv f\u00fcr die Entwicklung von Spielen verwendet. Zus\u00e4tzlich dazu wurde die urspr\u00fcngliche Ank\u00fcndigung stark \u00fcberarbeitet. Die Bilder wurden entfernt, die Hinweise auf die Teams von COD und Overwatch 2 fehlen jetzt und der Beitrag spricht nicht mehr l\u00e4nger von einer Verbreitung des Tools innerhalb der Firma oder der Branche. Die neue Version des Beitrags ist somit deutlich schlechter formuliert und schlechter zu verstehen als das Original.<\/p>\n

Diversity in Computerspielen und Medien im Allgemeinen ist ein komplexes Thema. Im Grunde ist es gut, wenn eine Gruppe von Charakteren divers ist und jeder Mensch sich irgendwo wiedererkennen kann. Man darf das Ganze einfach nicht dumm, falsch oder extrem aggressiv angehen. Dieses von Activision Blizzard vorgestellte Tool ist meiner Meinung nach auf jeden Fall der falsche Weg. Damit bef\u00fcrwortet man am Ende nur noch, dass Charaktere erstellt werden, weil sie in eine offene L\u00fccke in einem Plan passen oder eine Token-Rolle einnehmen. Das Ganze hat kaum etwas mit runden, passenden oder interessanten Charakteren f\u00fcr eine gut umgesetzte Geschichte zu tun. Ansonsten wirkt es sogar irgendwie leicht rassistisch, wenn man „wei\u00df“<\/span> als die Norm angibt und Charaktere wie beispielsweise Torbj\u00f6rn<\/span> dann eine 0 f\u00fcr ihre Kultur erhalten.<\/p>\n

\n

We have updated the post to clarify the purpose of this tool, which is one small component of our broader DE&I efforts and is not intended to be a replacement for diverse perspectives. We regret any offense that the original post may have caused. (2\/2)<\/p>\n

\u2014 Activision Blizzard (@ATVI_AB) May 14, 2022<\/a><\/p><\/blockquote>\n

\n

King\u2019s Diversity Space Tool<\/h1>\n
\n
\n
\n

EDITOR\u2019S NOTE (7:42pm PT – May 13, 2022): There has been conversation online regarding the Diversity Space Tool, particularly concerning its intent and our commitment to diversity. We\u2019ve edited this blog post to clarify that this prototype is not being used in active game development. We would like to add the following comment for additional context:<\/span><\/p>\n

Started in 2016, the Diversity Space Tool\u2013currently in beta\u2013was designed as an optional supplement to the hard work and focus our teams already place on telling diverse stories with diverse characters, but decisions regarding in-game content have been and will always be driven by development teams. The tool was developed at King, and has been beta tested by several developers across the company, all of whom have provided valuable input.\u00a0<\/span><\/p>\n

The objective of using the tool is to uncover unconscious bias by identifying existing norms in representation and acknowledging opportunities for growth in inclusion. It is not a substitute for any other essential effort by our teams in this regard, nor will it alter our company\u2019s diversity hiring goals. Over the past several years, the development of the tool was done with the support of all our employee DE&I networks, and we collaborated with external partners to create an even more robust tool.\u00a0<\/span><\/p>\n

The tool isn\u2019t meant to be used in isolation;\u00a0 teams would sit down with company DE&I staff to identify existing norms and then discuss, educate, consult, and collaborate on how a character\u2019s representation is expressed beyond those norms. This process is intended to create a conversation where our developers, assisted by the tool, challenge assumptions, assess choices, and find opportunities for authentic representation to be fostered in our games.<\/span><\/p>\n

Activision Blizzard is committed to reflecting the diversity of its millions of players around the world through representation and inclusion in its games as well as its employees. Our intent with this blog entry was to share an in-progress piece of our journey in this endeavor. We recognize and respect that all people may be on their own, unique point in their journey with DE&I. The Diversity Space Tool is not a definitive evaluation of diversity in game content; rather, it is a bridge in opening previously unspoken conversations into how thoughtful inclusion can happen \u2013 and thrive – in games.<\/span><\/p>\n

—<\/span><\/p>\n

With this innovative new system, the character design process now has a tangible way of avoiding tokenism, stereotypes, and exclusion<\/span><\/p>\n

We want to see ourselves represented in games, we want the barriers to access lowered, and we want games to be a welcoming environment for all. Just look at the 2019 International Game Developers Association (IGDA) \u201cDeveloper Satisfaction Survey<\/a>,\u201d which asked developers what they considered to be the most important factor in the growth of the gaming industry. The most common response? \u201cMore diversity in content.\u201d It\u2019s not even a question anymore.<\/span><\/p>\n

However, the question that does remain is this: How do we convert this feedback from collective desire into tangible reality? As expected, the people at King are already thinking a few moves ahead.<\/span>
\nIn 2016, King began developing a method for guarding against unconscious bias and exclusion when it came to the creation of their games and characters. At the time, this idea existed as an intangible philosophy, but the potential was obvious.<\/span>
\n
\"\"<\/a><\/span><\/p>\n

Enter the MIT Game Lab. Alongside King, the MIT techs helped turn a mission statement into tangible software that would create and monitor guidelines for character conception and creation, looking into all the ways basic elements such as gender, body type, roles (\u201cheroes\u201d vs. \u201cvillains\u201d) and even such granular factors such as pose, or body movement, can suggest powerful things about a character one way or another. According to King Globalization Project Manager Jacqueline Chomatas, once MIT handed over the basic software, the team at King spent the last few years honing and developing it, mostly as a volunteer effort. People were spending their off-hours working on the tool, simply because they believed in its potential so much.<\/span><\/p>\n

\u201cAn important principle for us at King is that all players should feel welcome,\u201d says Chomatas. \u201cThe intention is to inspire game teams not just at King, but throughout the Activision Blizzard King network, to think outside the box and challenge pre-conceived notions around how characters should look and act. As a result, hopefully we will create more characters that break the mold, and better represent women, non-binaries and other under-represented minorities in the industry.\u201d<\/span><\/p>\n

How It Works<\/span><\/h3>\n

The idea of a \u201ctool\u201d to make characters more diverse and inclusive may seem a little hard to wrap your head around. In practice, it has to be more than just, say, a pop-up reminder that between 2017 and 2021 nearly 80% of the highest selling games in the world featured white, male protagonists (according to a study conducted by Diamond Lobby). It needs to become a part of the incubation process from the start, baked into the pipeline as an unmissable and consistent step – which is exactly what this tool was designed to be.<\/span><\/p>\n<\/div>\n<\/div>\n<\/div>\n

\n
\n
\n

\"\"<\/a><\/span><\/p>\n<\/div>\n<\/div>\n<\/div>\n

\u201cThe Diversity Space Tool is a measurement device, to help identify how diverse a set of character traits are and in turn how diverse that character and casts are when compared to the \u2018norm\u2019,\u201d explains Chomatas. Once it establishes a baseline for typical character traits (which is done by the creative team working closely with DE&I experts), it can then weigh new character designs against it to measure their diversity. During this process, the tool can also uncover unconscious bias, such as why certain traits are seen as \u201cmale\u201d vs. \u201cfemale,\u201d or why characters from certain ethnic backgrounds are given similar personalities or behaviors.<\/span><\/p>\n

In this effort, the Diversity Space Tool can clearly delineate between token characters and true representation. \u201c[The tool] identifies what stereotypical characters in different genres look like, which are not always the most conducive or representative of diversity,\u201d says Chomatas. \u201cIt helps identify those stereotypes, while also helping creatives look closer at their designs, so they can dissect their own assumptions and presets. It also helps identify opportunities for more diverse character narratives, to ensure that we are not only creating diverse characters in appearance alone.\u201d<\/span>
\nBy starting at the character conception stage, the tool allows King and others, to ask these important questions at the earliest possible moment, to promote more thoughtful creative choices from the ground up \u2013 which, in turn, leads to games that are more representative of their player base.<\/span><\/p>\n

Sharing and Caring<\/span><\/h3>\n

Over the past few months, King has let developer teams at Activision and Blizzard \u201cbeta test\u201d the Diversity Space Tool, and the results have been immediate and enthusiastic.<\/span><\/p>\n

Alayna Cole, DE&I manager at Sledgehammer Games, says the tool was tested by developer teams working on Call of Duty: Vanguard, and it left a sizable impression. \u201cWe used [the Diversity Space Tool] to figure out what \u2018more diversity\u2019 looks like across all of our characters in both campaign multiplayer and Live seasons,\u201d says Cole. \u201cAnd now we\u2019re going to use that data going forward into the next games that we\u2019re working on.\u201d The Overwatch 2 team at Blizzard has also had a chance to experiment with the tool, with equally enthusiastic first impressions.<\/span><\/p>\n

\"\"<\/a> <\/span>
\nThe diverse cast of characters in Call of Duty: Vanguard<\/span><\/div>\n

The plan is to release the tool internally across Activision Blizzard starting this summer and into Q3, with an eye towards what Chomatas calls \u201cthe ultimate goal\u201d: Making the tool available to the industry as a whole.<\/span><\/p>\n

\u201cWe strongly believe in the tool\u2019s potential to change the gaming landscape,\u201d says Chomatas.<\/span><\/p>\n

Beyond Gaming<\/span><\/h3>\n

While the Diversity Space Tool was designed for use in game character conception, Chomatas also sees it as having broader applications across all entertainment and media platforms. \u201cThe traits and measures are applicable to wider entertainment verticals including TV, film, and literature. The only change required if used in these verticals would be the baseline traits, which would need to be calibrated to be relevant to the genre and universe each character exists in.\u201d<\/span>
\nChomatas admits that the application is still evolving \u2013 and, in fact, is designed to continuously evolve as \u201cnorms\u201d shift and platforms change. In the end, you get out of it what you put into it, and what you choose to take from it.<\/span>
\n\u201cLike anything, this is simply a tool that provides insights,\u201d says Chomatas. \u201cIt\u2019s up to the teams that create the characters and games to apply them.\u201d<\/span><\/p><\/blockquote>\n

(via)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"

Activision Blizzard has released a new blog detailing their Diversity Space Tool: a new system for character design developed by King and the MIT Game Lab which translates elements of diversity into character attributes. 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