Nguyen Thomas Nguyen Michael Andreasen Writing 39C 10 April

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Thomas Nguyen
Michael Andreasen
Writing 39C
10 April 2014
Online Interactions in Video Games: How Gender Stereotypes Make Them Hostile
In 2012, Anita Sarkeesian, a popular feminist blogger, attempted to expose the
mistreatment, stereotypes, and tropes of women in video games by starting a Kickstarter funding
campaign that would help her explore and publicize the female “tropes” in video games. The
funding goal of $6,000 was reached in less
than twenty-four hours, and soon became an
extremely popular campaign on Kickstarter,
with users pledging over $160,000 dollars to
the project. However, users on the internet
quickly began to harass her because of her
campaign. Harassers sent pictures to
Sarkeesian of her face on a female body
An example of the offensive derogatory images that were
sent to Sarkeensian's mailbox after the campaign was
started. These were shared to the public by Sarkeensian
herself through her Twitter account. (Lewis)
being raped by male video game characters,
vandalized her Wikipedia page, and attempted to hack her personal accounts. One man from
Ontario, Canada was so offended, in fact, that he created an interactive “Beat up Anita
Sarkeesian” game that takes Sarkeesian’s face and applies bruises and blood. In the description
of the game, he argues that Sarkeensian was using her gender as an excuse to “scam” money and
obtain “sympathy” (Lewis). This misogynic reaction to a female attempting to prove sexism
exists in video games provides some insight into the mindset and environment of video games on
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the internet. When it comes to the online video game environment, female gamers are radically
mistreated and cyber-bullied.
Video gaming is often perceived as a “masculine” activity. Jo
Bryce and Jason Rutter, on their analysis of gaming gender tendencies,
show that many experts provide analysis and evidence that society
associates technology and gaming with “masculine culture” (280). When
it comes to women and their representation in video games, it is evident
that this masculine perception of video games alters the way society
treats and perceives women and their associating gender stereotypes.
Research has shown that gender stereotypes significantly influence
attitudes that the opposite gender has towards the other. Survey
research results directed towards college students by Jennifer Jewell
and Christia Spears Brown, from the University of Kentucky, show
that “social stereotypes” are factors in the behaviors of adolescents,
An example of an outfit that is
available to the protagonist of
Lollipop Chainsaw, a hack-andslash zombie game. Even though
the main protagonist is an
aggressive female, she is
sexualized and objectified
greatly. (Bennett)
with young men “directing more assertive sexualized behaviors toward young women” when
gendered stereotypes are involved (602). This is important because patriarchal and sexist
stereotypes regarding women are often reinforced in video games; for example, it has been
analyzed that many games contain “gendered, patriarchal, and stereotypical representations of
females,” and often lack female characters in general (Kuznekoff). By analyzing game content
and its effects on children, Tracy L. Dietz, a professor in anthropology, has shown that the
reinforcement of gender roles and stereotypes in video games warrants attention; exposure to
gendered, patriarchal stereotypes contribute to “negative” and “traditional” gender identities for
women, as well as shape the behavior and expectations directed towards them (426).
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With games being the fastest growing industry of any entertainment media, these
stereotype-enforcing games engrain young gamers with skewed perceptions on genders. (Dill,
Brown, & Collins) If neglected, these reinforcements manifest themselves in the future as
influences for misbehavior and sexual harassment against women not only in social interactions
occurring in real life, but also in video games; specifically, in social interactions over games.
Popular online video games today include a social feature that did not exist until recently: online
social interactions. Millions of computer gamers participate in Massively Multiplayer Online
Role-playing Games (MMORPGs), which provide a graphical platform and environment for
users to socially interact across the world online (Kuznekoff). Due to these staggering numbers,
it is no surprise that online interactions became an appealing feature of this gaming genre; in
fact, research by Mark D. Griffiths, a psychology professor specializing in video game addiction,
shows that both males and females establish good relationships within the games that can last a
lifetime (Cole & Griffith 581). However, under the
seemingly positive data presented to support online
interactions, there still exist problems with online
social environments that directly correlate with
gender stereotypes and their reinforcement in games.
In a study conducted at Ohio
University, researchers found that online
An example of a message shown at a panel hosted in a gaming
convention (known as PAX East) that chronicled the harassment
females received in online interactions. (Patterson)
male gamers often sexually harassed or cyber bullied female gamers, and that female gamer cues
in online interactions were often met with “derogatory gendered language” (Kuznekoff 551). The
two genders, male and female, are treated differently online, with women expecting negative
interactions more often (Kuznekoff 543). Kuznekoff and his research group created three
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accounts on Xbox Live for Halo 3: one to represent each the male, female, and neutral genders
(546). They provided data on the gender treatment phenomenon through these accounts, showing
that player responses to female gender cues were met with three times as many negative
comments compared to the male voice or no voice (541). There were no correlations to explain
this harassment-like behavior other than the gender; factors such as skill level in the game, wins
or losses, had no correlation to negative comments. However, there was a correlation between
“female adjusted skill level” and the frequency of negative comments (541). It becomes evident
that a player’s gender plays a significant role on how a player is treated in online social
interactions.
In order to understand why females are treated inappropriately in online interactions, it is
important to understand the scope of the gender stereotypes reinforced in video games and how
they affect the treatment of women online. As stated before, female characters in video games
are often portrayed in overly sexualized ways that will bring attention to their bodies; this can
strongly influence the way young males conceptualize females (Dietz 439). Female characters
are rarely the game’s main protagonist or hero; as a regular character, females are consistently
portrayed as “beautiful, busty, scantily sex objects” (Dill, Brown & Collins). From a young age,
children look to define gender identities by correlating occurrences that happen in their lives to
gender roles and identities (Dietz 427). With video games rising in popularity, it is no surprise
that the stereotypes existing in these video games negatively influence the way children associate
these gender identities, specifically young males and adolescences (Dietz). A study conducted by
researchers attempted to examine how exposure to these stereotypes and sexualized female
content can influence and change the way men perceived sexual harassment. They exposed
participants in one group to images of sexualized female video game characters, and another
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group of participants to respected professional women. They found that both participant groups
responded differently to sexual harassment
judgments, with the males exposed to the sexualized
images being more tolerant of sexual harassment than
the males exposed to the “professional” images (Dill,
Brown, & Collins 1406).
It is evident that the reinforcement of these
stereotypes regarding women in games negatively
affects the way men perceive women, and the way
The image utilized by Dill, Thill, and Collins in
their exposure research. The left image
represents the "sexualized" female while the
right one represents the professional female.
(1405)
they interact with them. Many researchers state
that this sexualized portrayal of women correlates
strongly with the way gamers behave towards
women (Fox, Tang, Dill, Collins, Thill, Morawitz
& Mastro). These stereotypes can be reinforced to
the extent where gamer males will think radically
differently about women and treat them
negatively. A two-part study concerning video
game characters that was conducted by
researchers found that gamers thought of women
as “extreme physical specimens.” They believed
women to be “objects of men’s … fantasies” and
The graph above shows the results of the sexual harassment
polls after exposure to the set of images by Dill, Thill, and
Collins. (1406) Notice how the results for men greatly skew
between professional and stereotypical exposure. There is a
strong correlation between the perception and correlation of
female representation.
that women were “less important than men” (Kuznekoff 543). The resulting sexual
conceptualization shapes the way users behave towards women in these online gaming
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interactions; to make matters worse, the sexual conceptualizations are then strengthened even
further by the anonymous nature of the internet. Research by John Suler, a professor, show that
people “act out” more frequently online under the guise of anonymous than they do in offline
social interactions where their identities can be associated with their actions. This is known as
“online disinhibition,” where users realize that their actions online do not affect their lifestyle or
reality offline. Because of this, anonymity allows gamers to express actions that they would not
normally express in real world social interactions without serious punishment or consequences;
for example, in online environments, harassing females might attract a temporary punishment or
ban, but would not place the offender in jail or attract a serious lawsuit, due to the fact that their
identity cannot be easily associated with their actions online. The skewed perceptions of gender
stereotypes caused by video game content begin to influence the way a gamer acts in online
video games; they begin to objectify women, treat them as a minority and are more likely to
harass them through the internet, where their actions cannot be easily linked to them, than they
would face-to-face, where those type of actions would result in serious consequences. These
negative and sexual perceptions of women, combined with anonymity and the online
disinhibition effect, influence the way female gamers are treated and perceived.
Although Kuznekoff states that there is no clear “exact” reason for the discrepancy
between the way men and women are treated online, he does state that gender stereotypes in
games lead researchers to “predict that women will be treated differently than men” and that
“…women will experience more negative communication or punishment than men” (554).
According to Jesse Fox and Wai Yen Tang, professors of communication from Ohio University,
there has been research that supports the fact that online games can be a “hostile environment for
certain players,” and that players perceived as outsiders typically fall into this category (314).
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Fox argues that this may be what females are categorized as: outsiders, due to their lack of
representation and reinforcement of stereotypes in games. Females are also be categorized as
outsiders due to the fact that games are usually associated with males (315). With the
combination of the fact that games are often associated with masculinity and women are
perceived as sexual objects in game content, women are definitely the minority, and treated as
such in online interactions. These minorities, when attempting to participate in online video
games, are targets for harassment, and according to Fox and Tang, this is especially true if
“[these minorities] do not conform to expected behaviors” (315). This is much like social
interactions and cultural ideals that have been enforced in our society in real life, which have
shaped how the ideal man and women should behave, and what they should or should not do.
History has shown that men have been associated with being of a “higher status” than women
which then result to “expectations of dominance and leadership.” Women, on the other hand are
associated with being emotional, submissive, unassertive and subdominant. According to Fox,
when women “violate this [social] expectation” they are “penalized for being assertive or
[dominant]” because of their perceived low status (315).
The hostile and misogynic environments that stem from gender stereotyping have
negative consequences on people. Women experience negative psychological effects in
misogynistic environments, and men who are hostile towards women (due to games) are more
likely to quit their jobs (Fox and Tang 318). If left unchecked, misogynic environments cause
self-efficacy in women to drastically increase, as they become forced to learn to expect hostile
and misogynic comments. (Dietz) Audrey L. Brehm, a researcher of sociology based at the
University of Colorado, agrees with Fox and Tang that players should be held responsible for
negative behaviors against females and acknowledge them, which in turn would allow females to
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enjoy the game without fear of harassment (Brehm). However, Kuznekoff states that there is a
possibility that game moderation by the game companies may be ineffective, as it is possible that
gamers themselves, even if the game interactions and content are altered, reinforce these
negative stereotypes on their own (12). Adrienne Holz Ivory from Virginia Tech agrees with
Kuznekoff and argues that these stereotypes are “guided by the same stereotypes that also shape
the nature of our non-mediated, everyday interactions” and that because of this, gender
stereotyping and female harassment are difficult to combat (155).
Due to the complexity of the problem, not many solutions have been proposed by
researchers. Fox and Tang argue that game reporting systems, which are systems that flag
inappropriate behavior to the game moderators, should be less tolerant of harassment towards
“outsiders” (318). Nancy S. Kim, an associate professor in law at the California Western School
of Law, agree with Fox and Tang by proposing countermeasures through stricter moderation of
social communities online. They also state that females may engage in gender swapping
(pretending to be the opposite gender) in order to avoid sexual harassment (154). Fox and Tang
also argue that the gamers themselves should also be cognizant that they are creating a hostile
environment, and by reinforcing “masculine norms” they are causing harm to other players
(318). Danielle Keats Citron, the professor of law at the University of Maryland, states that
online sexual harassment can be combated by proposing a “civil rights agenda,” which would
allow the court of law to officially recognize the impact of online sexual harassment, not only
within video games but overall. She argues that the implementation of a civil rights agenda
would alter the public’s “understanding” of the problem and influence the way courts and law
enforcement “perceive and respond to” cyber harassment and legitimize court and governmental
efforts to defeat online gender harassment (411-412).
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From these proposed solutions, one theme of solutions that is commonly correlated with
combating cyber bullying is stricter moderation of online communities. Carol Pinchefsky, a
game analyst contributor to Forbes and New York Times, argues that developers and companies
of games should discourage sexual harassment by encouraging their players to speak up against
harassment when observed; this, she argues, would alter the “social stigma” and shape the
gaming community to better welcome female players (Pinchefsky 2). By encouraging players to
speak up against harassment, players can contribute to combating harassment and discourage
fellow gamers to harass. Riot Games, an online game company that owns League of Legends, a
popular online video game played today, utilizes this approach by introducing a player-review
court system known as the Tribunal. The Tribunal allows any player with credentials to the game
to review peer cases of harassment and decide whether or not to punish fellow players for
misconducts, such as sexual harassment, racial discrimination, gender harassment, and etcetera.
Although there was some initial success in moderation, the Tribunal turned out to be flawed: the
same toxic players were the same moderators of the Tribunal, since every player had access to
the Tribunal. For example, Riot Games stated that players who called other players “noob” (a
derogatory term) should be punished through the Tribunal. Most cases, however, were pardoned
and no punishment was delivered. The reason for this has been stated before: recall that user
behavior is governed by the same influences and stereotypes that exist in real life social
interactions. When the community of moderators have the same stereotypes and influences as the
users that are on trial, wrong punishment and incorrect pardons occur. Each case becomes biased
and verdicts become skewed. This makes it incredibly difficult to have a stable and fair userbased moderation system. This type of strict moderation would not sufficiently address the issue
of gender-cyber bullying, since there exists a possibly of sexualized stereotypes about women
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affecting the verdict given to other players sexually harassing females. As shown before,
exposure to the stereotypes reinforced in video games greatly increases the tolerance of sexual
harassment in men. Because of this, biased judgments in favor of sexual harassment would
occur, and the moderation system would lose its effectiveness.
However, other forms of stricter moderation were also proposed. As stated before, Fox,
Tang, and Kim state that online proprietors (such as online game companies) should introduce
countermeasures to combat gender-based cyber bullying and prevent it by themselves without
the aid of users. Kim proposes, in her paper on online harassment, “structural barriers” that
online proprietors should construct in order to reduce general cyber bullying. These proposals are
largely administration-based, with tactics such as identified postings, cooling periods, warning
notices, registration requirements, and etcetera. Kim argues by that imposing these actions upon
online proprietors, the problem would “reframe” as a failure of business, due to the fact that
online proprietors benefit from websites and its contents, and force online proprietors to dedicate
more resources to monitor user content.
At a glance, this solution may seem credible and appropriate: after all, if misogynic and
negative behavior towards women is moderated and removed by the administrators of the game
under set criteria (eliminating bias), the amount of harassment towards women would surely
decrease. While administration over user harassment would address the frequency of harassment
towards women, it would not completely solve it or eradicate it. The underlying issues would
still be present, in both the administration-based solution and the user-based solution: for
example, recall that one of the main reasons for gender-based cyber bullying is accredited to the
fact that women are perceived as sexual objects by men as a result of the reinforcement of gender
stereotypes in video games. Women are then treated as a minority, and become targets for
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harassment. These moderation solutions do not take into account the underlying issues of genderbased cyber bullying in video games that need the most attention: women are being perceived by
men as lesser individuals, and this is causing them to be targeted. Although these solutions do
attempt to reduce the amount of gender-based cyber bullying in online video games, they do not
attempt to address the underlying problems that cause these harassments in the first place.
In light of these underlying problems, other researchers and journals have proposed
ignorance-based strategies for minorities, such as women, to avoid this harassment. An article on
strategies and tactics against harassment in video games urges victims of harassment to learn the
behaviors and tendencies of harassers and to ignore them when they arise. Fox and Tang also
agree with this by stating that women can divert from harassment by engaging in genderswitching, which is where women switch their online gender. Chris Baraniuk, in his article on
anonymity in New Scientist, takes this idea a bit further by proposing an end to anonymity,
which would completely eliminate the online disinhibition effect and force users to behave, since
their identities would be associated with their actions (Baraniuk). However, like the earlier
proposed solution for stricter moderation, all of these solutions are only temporary measures that
do not solve the underlying issues. The problem of gender representation still exists, and as
shown before, if women continue to expect hostile and misogynic environments towards their
gender, regardless of whether or not they receive the harassment, their self-efficacy drastically
decreases, negatively affecting their psychology.
If stricter moderation, elimination of anonymity, or ignorance does not solve the problem
of gender-based cyber bullying, the question remains: what will? The solution must not only
reduce gender-based cyber bullying in video games, but also address the problems of sexualized
stereotypes for females that cause the harassment in the first place. Initially, one can say that
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moderating the content of video games would be the most logical next step forward, but
Kuznekoff states that it may be too late: even with game content moderation, gamers reinforce
prevalent negative stereotypes on their own. (12)
There is, however, one solution that is able to not only address the frequency of sexual
harassment in online video games, but also modify or eliminate any negative public stereotypes
from sexualized video games that cause it. In her law review, Danielle Keats Citron states that a
civil agenda is an effective way to not only reduce harassment, but also address the underlying
issue stated before (410). If a civil agenda were to be accepted, courts would legalize the issue
and be able to enforce stricter moderation in not only companies, but also in users. The
frequency of harassment would drop drastically as consequences of law and punishments beyond
temporary bans surfaced.
Recall that the underlying issue of the problem relates to how female gamers are
perceived due to sexual stereotypes. As shown by Neal Geach and Nicola Haralambous, there are
currently little to no legal efforts to combat or regulate harassment online. (Geach &
Haralambous) A civil agenda would solve this by informing the public’s understanding of the
problem (413). Citron states that a civil rights agenda would change the “social meaning” (also
known as “social stigma”) of harassment as something expected for women to a serious,
“invidious” discrimination that could result in serious legal punishment. Research by Derek
Robert Funk of Utah State University shows that law shapes and alters the foundations of
societies; they impose ideals of regulation and behavior upon them (2). By imposing the fact that
cyber harassment online is unacceptable, female gamers could participate in online video games
without fearing or expecting harassment. Sexualized stereotypes reinforced in video games
would begin to change, due to the fact that laws governing harassment would shape and alter the
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public’s opinion. A civil agenda adopted by the government would implicate online gender
harassment as a civil right violation; in doing so, it would not only “legitimize” current efforts to
combat it, but encourage and “galvanize” others to contribute to the effort (412). This would
shape our society’s ideals, and in turn change or even eliminate the negative stereotypes that
cause the harassment in the first place.
If no government action is taken soon, then not only females, but all video game
minorities will continue to have to tolerate harassment and derogatory language. This becomes a
concern since video games are rapidly expanding and becoming more popular. While solutions
such as stricter moderation, undoing anonymity, and ignorance address the frequency of
harassment, ultimately they do not change anything; rather, they are simply solutions to push the
true underlying issue away. A civil agenda would not only incorporate all of the above solutions
by legally acknowledging the issue as a civil rights violation, but it would combat the underlying
reason for why the harassment occurred in the first place; that is, the gender stereotypes
reinforced in video games affect the way men perceive women, and as a result treat them
negatively. As shown by Funk, the role of law plays a significant part in shaping the foundations
and ideals of our society. Civil agenda would introduce laws that shape the gender stereotypes,
and as a result would drastically modify them to improve the online video game social
environment (and online interactions overall), or even eliminate them completely.
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