Communities are built and defined by the behavior and personalities of their members, both towards other members of the community and the world in general. Examples of toxic communities abound in gaming, resulting in games losing audience over time and capping the growth of the industry overall. Virtual community platforms often lack incentives for good behavior.
By contrast, once a year, 70,000 people flock to Indianapolis for Gen Con, the world’s largest tabletop gaming convention. Widely known as “the best four days in gaming”, this beloved event welcomes players of all backgrounds and gaming formats to the table for a mad-cap, joyful, and robustly inclusive good time. Gen Con President David Hoppe traces the roots of this inclusive community and discusses what virtual communities can learn from its model.