At gamescom in Cologne, Europe's largest games fair, a player told me about her experiences in ARC Raiders. The game rests on a simple arrangement: anyone who gets close enough to you in the world can talk to you. The mechanic is called proximity voice, speaking within earshot.
An encounter can turn into almost anything: an alliance, a trade, an ambush. Nobody has to talk. But whoever talks can be heard.
She talked. A few words were enough.
Another player, by her account, could tell from her voice that she is a woman. From that moment she was no longer an opponent like any other, but a target. He followed her across the entire map for the rest of the round, trying to kill her. Nobody has to guess at the motive. He told her: because she is a woman.
The obvious reading is a moderation failure. Somewhere a filter was missing, a working report button, a sanction, and once those are added, the problem is solved.
Beside it stands a second reading, which does not replace the first. A system whose appeal comes from unmoderated, anonymous encounters produces rounds like this one not only as a disturbance but as a running cost. The tension is intentional; the studio says so openly. The question is who pays.
Her case is one case. The pattern behind it is well documented. As early as 2013, Kuznekoff and Rose showed in a field experiment involving over 1,600 fellow players that a female voice in voice chat drew, on average, three times as many negative comments as a male voice or no voice at all [1].
So the question is not whether a voice becomes a target. The question is what stands between the voice and the attack. The answer varies from game to game, but it comes down to four modes, one word each: mute, report, record, listen in.
Mute: Silence It Yourself
Muting is in the player's own hands. The targeted player removes the attacker from her own headphones. Everyone else on the server can still hear him, and for her he is still in the game. No sanction follows, and nothing is documented.
Gray Zone Warfare serves as the example for this mode. When audio programmer Roman Dufek presented the game's voice system at devcom 2026, the developer conference that runs alongside gamescom, exactly one layer came up on the question of voice moderation: player-side muting [2]. Reporting channels exist; more on that shortly. In the moment itself, only muting has any effect.
The architecture makes it worse. Anyone talking to their own team over the in-game radio is also transmitting on proximity voice; there is no truly private channel in the field. You cannot step out of the open room. You can only turn it down, one voice at a time.
Rust is no exception. The game has shaped its genre for over a decade and is notorious for its tone, and on its own servers it goes a step further. Facepunch, the studio behind it, writes that hate and slurs against whole groups are continuously monitored there and automatically flagged to its staff, who then review and decide. Bans are permanent and are not lifted [26]. Whether that monitoring covers voice chat is stated nowhere. The page does not distinguish text from speech.
The page also says this: a banned player can keep playing on community servers. And on those, which is where most of the game happens, the rules belong to whoever runs the server; how differently those spaces are run is something I have written about elsewhere [8].
For the player in the moment, the tool is the same. The support page on the subject is titled "Muting and Censorship". It opens by saying that, as in most online games, you will meet your share of less agreeable players; what it offers is muting, which cuts text and voice at once [26]. The first answer to the harassed player is the same one: silence it yourself.
Report: The Button and What Comes After
You can report in all three games: ARC Raiders, Gray Zone Warfare, Rust. Rust has a key that opens a form; Gray Zone Warfare has had an in-game system since November 2024, plus a support ticket for which the studio explicitly asks for evidence [24][26]. But the mode does not begin at the button. It begins with what happens next.
On that, the three studios say different things.
Embark, the studio behind ARC Raiders, states that every report is reviewed and verified by its team before any action is taken, and that mass reporting alone gets nobody banned; that addresses a known form of abuse, the coordinated reporting of individual players [3].
Facepunch says the same about manual review on its own servers [26].
MADFINGER, the studio behind Gray Zone Warfare, writes in its terms of use that hate speech, harassment and threats lead to temporary or permanent bans, encourages players to report, and in the same paragraph makes clear that false reporting can be punished too [24]. How reports are reviewed, it does not say.
Embark and MADFINGER address abuse at opposite ends: Embark on the side of the reported, MADFINGER on the side of the reporter.
And so the question that carries the whole mode stays open: what is preserved from a spoken incident, so that a report can be checked at all? On that, all three studios are silent.
Record: The Studio Keeps the Evidence
For Valorant, Riot Games took the step the three studios above have not: the game records voice chat. All recordings are kept for 24 hours. If no report comes in, they are deleted. If one does, the retention period is seven days; if a penalty follows, it can rise in Europe, depending on the penalty's length, to two years [4]. Securing the spoken evidence is now the studio's job. The people affected do not have to record it themselves.
What is remarkable is how slowly this arrived. The privacy notice was amended in 2021; from July 2022 recording ran in North America in the background; in February 2023 the English-language beta started there. For Europe, the same beta was not announced until September 2024, a good year and a half later [5].
A second studio has kept the same path open without describing it. Embark's privacy policy lists communication between players during a session, expressly including voice, as a category of data processed to pursue prohibited activities. Both manual and automated procedures are used, Embark says, with sanctions up to a permanent ban [3]. Whether and what ARC Raiders actually records, the policy does not say. Riot tells you what it records and for how long. Embark tells you what processing it intends.
Listen In: The Machine on the Channel
Since 2023, Call of Duty has had a machine listening. ToxMod, built by the vendor Modulate, evaluates voice chat continuously, without waiting for a report, and by now does so in Europe and in German as well [6][7].
The figures come from Activision and Modulate themselves and have not been independently checked, but they are clear: exposure to toxic speech fell consistently by 25 to 33 percent in tests, and repeat-offence rates among sanctioned players fell, by the publisher's account, by 43 and 38 percent within a year, depending on the title [7]. How the two sides talk about the system themselves, Mark Frumkin of Modulate and Grant Cahill of Activision, I wrote up after their joint talk at devcom 2025 [8].
That moderation works in this game is by now also an academic finding. A study with authors from Caltech and Activision found for Modern Warfare II that sanctions reduce disruptive behaviour and, at the same time, drive some of the offending players out of the game altogether [30]. It assesses moderation as a whole, not one product.
One more figure from the vendor's case study shows the limits of player reports. For roughly half of them, no audio of the reported player existed. Of the reports that did have audio, an estimated half contained a violation. In the end, only about a quarter of reports came with audio that documented a violation [7]. What lies behind the unconfirmed reports, the case study does not break down.
Four Modes, Not a Ladder
You could read the four as a timeline, from the mute button to AI moderation. That is not how they work. They stack: a game that listens in also lets you mute and report. And they are not stages of development but decisions that sit side by side on the market, in the same genre, sometimes on the same technology.
"Can't Be Done" Comes Off the Shelf
So why does a game stop at muting and reporting? Two explanations suggest themselves: there are no effective tools, or there are tools only for the big players. Both can be checked.
What Developers Say Themselves
The first explanation can be tested against developers. In a survey commissioned by Unity among some 400 developers in the United States, the United Kingdom and South Korea, 96 percent agreed that effective tools against toxic behaviour exist. Which of those tools specifically cover voice chat, the figures do not say. Only 52 percent named investment in such technology a priority for their studio that year, and 56 percent admitted that protecting players from toxic behaviour is not at the top of their list. What has been implemented is mostly the obvious: reporting functions at 54 percent, bans at 47 percent [28].
What the Supply Chain Offers
That leaves the second explanation, and it does at least describe the situation of a few years ago: proactive voice moderation was enterprise technology, built for the largest publishers. That is changing now, in the place where small studios shop: the infrastructure.
Since March 2025, Vivox has had the moderation vendor GGWP on board as its safety partner [9]. Vivox is Unity's voice-chat component, with server-side integration for every Vivox customer, and it sits inside a large number of independent and mid-sized titles. The first prominent deployment of the voice moderation is Gorilla Tag, a VR game from an independent studio [9]. The entry barrier drops below the AAA segment. What an integration costs, how well it detects in which language, and who reviews the hits is another matter; moderation does not become cheap or casual because of it.
Closer to one of the three games above: 4Players, the vendor behind ODIN, the voice technology in Gray Zone Warfare, now sells the capability itself. Its server-side SDK explicitly advertises audio access for moderation tools [10]. With Cortex, 4Players offers a product of its own: real-time transcription of every voice stream, automatic detection of hate speech and harassment, sanctions pushed back into the room, currently in early access [12]. Gray Zone Warfare thus runs on a platform whose maker has listening-in in its catalogue, if only as a product that is not finished itself.
One caveat belongs here. ODIN offers optional end-to-end encryption. Without access to the keys, the relaying server cannot evaluate the speech [10]. How Gray Zone Warfare routes its audio, the studio sketched at devcom: ODIN delivers the voice data, an adapter passes it to the audio engine Wwise, and the code for that is public on GitHub [2][11]. Whether automated evaluation could hook into that path was left open on stage.

What Would Be Possible in ARC Raiders
ARC Raiders' voice chat runs on Epic Online Services [19], and on exactly this infrastructure Epic has built voice reporting for its own Fortnite. With voice reporting enabled, participants' devices buffer roughly the last five minutes of digitally signed voice data. There is no continuous server-side recording. Only a report transmits the clip to Epic; separate retention periods then apply for review and sanctions [25]. This kind of evidence capture, a local buffer and an upload only when something happens, is also worth noting for how little it stores.
The system is not documented as a ready-made feature for other Epic customers, but the audio access it rests on is [25]. The technical principle is public, and it runs on the same infrastructure ARC Raiders uses. Whether ARC Raiders uses anything comparable, Embark does not say. Its privacy policy does provide for processing such communication.
Seen from outside, this much can be said: anyone who stops at muting and reporting today can no longer claim there is nothing else. Which procedures these studios actually use, and why, is stated nowhere in public. It is exactly the kind of question one can put to them.
The Evidence That Must Not Exist
Reporting Without Evidence
Back to reporting. There is a trap here, and you only see it once you play it through.
A player is harassed on proximity voice. She reports it, and what is laborious about that even in the ordinary case I have described elsewhere: open the menu, fill in the form, in the middle of a running match [8]. With speech, something else comes on top.
A hateful comment stays where it is. You can link to it, screenshot it, show it to the reviewer. The procedure for reporting illegal content to hosting services under the EU's Digital Services Act follows the same logic: Article 16 requires an explanation of why the content is considered illegal and a precise indication of its electronic location, such as a URL [13].
A sentence that fell into your headphones twenty seconds ago has no location. It is gone.

So reviewers at the studio have little in hand when the game does not record. One word against another. MADFINGER states the expectation openly and asks explicitly for video recordings. In the same forum thread, a moderator explains how to switch on Steam's background recording [24]. The technical answer is there. Whether such a recording is lawful in a given case, the instructions do not say.
What the Player May Do
So next time she records in the background herself. And runs into the next surprise: it might be a criminal offence.
The player I spoke to plays under German law, and this section follows that law. Anyone in Germany who records another person's non-public spoken word without authorisation, or passes such a recording on, faces under Section 201 of the Criminal Code up to three years in prison or a fine [14]. The wish to secure evidence does not automatically help. In a civil case, Germany's Federal Court of Justice held that a general interest in obtaining evidence does not by itself justify the intrusion into another person's personality rights [16]. The criminal question stands beside that, untouched. Other jurisdictions draw the line differently; in the United States, for instance, whether a recording is lawful depends on the state and on whose consent is required. The pattern holds everywhere: the person who records to defend herself is the one carrying the legal risk.
The rule protects something sensible: what I say when the public is not listening should not be stored and kept without my knowledge. For a conversation in a living room or on the phone, that protection is immediately intuitive.
But what about the voice chat of a video game? Only those who come close enough can hear the spoken word. The game server itself, though, is open to anyone. Does the protection apply here or not? In the sources I searched, I have found no court decision on whether proximity voice counts as non-public speech in this sense. Nor any legal publication that addresses this specific question [15].
Anyone who wants to defend herself with her own recording carries the legal risk alone. Without a recording, what remains in a dispute are statements: her own, and, if someone happened to be listening, those of third parties.
What the Studio May Do
More than most people think. Intuition says: anyone who records my voice has to ask me first. But European data protection law knows a second route besides consent. A company may process data if it has a legitimate interest of its own, if the processing is necessary for that interest, and if that interest outweighs the rights of the people concerned. That is exactly what Riot relies on in Europe, citing its interest in a safe gaming environment [27].
Riot thus bases processing for safety purposes on legitimate interest, not on consent. Anyone who wants to avoid having their voice communication captured must, by Riot's account, disable voice chat [4][27].
Whether that balancing test legally supports continuous recording of every conversation is not settled. It is Riot's position, not a regulator's confirmation, and it does not answer the separate question of criminal law. Riot itself words this carefully and reserves the right to listen only "where legally permissible" [27].
Whether these open questions explain why Riot took a year and a half longer in Europe than in North America is not documented. Riot attributes the staged rollout to the maturity of its language models; that does not explain Europe's lag [5].
Who Is Willing to Be Recorded
Something else belongs here before recording is presented as the clean solution. In the Unity survey mentioned above, 68 percent of players said they were willing to be recorded if it helps against toxicity. At the same time, 89 percent expressed concerns: they want to be sure the data is not misused, sold on or leaked [28].
The same people, then, are willing and worried at once. And the willingness is unevenly distributed: in the United States and the United Kingdom it is lower among women than among men [28]. That is the group whose voices, as measured, draw the most hostility in games [1].
The result is an asymmetry. A game that does not record itself avoids one more copy of the conversation.
That sounds like data protection. But it has a price:
- In practice, that confidentiality also protects the harasser who would rather have his words documented nowhere if a justified report comes in.
- And it burdens the people affected, who would have to preserve those words to be taken seriously. Whoever forgoes recording also shifts the legal risk: away from the studio, onto the people affected.
Disguise as a Feature
A Tool With Two Sides
There is one more way out, and it comes from a studio itself. ARC Raiders ships with a built-in voice changer: Raider Voice, a real-time filter on your own microphone, ten voices to choose from, five read as male and five as female [17]. Anyone who wants to can speak with a voice that is read differently from their own.
It is not just a fun feature. Design director Virgil Watkins describes Raider Voice as an offer for people who do not feel comfortable speaking as themselves in this environment [18]. In the developer interview with Epic, the phrase "safe space" comes up [19]. The studio has understood that its core mechanic carries a risk.
And a voice filter can be more than a shield. For some it is expression, not camouflage; trans and non-binary users of social VR report that a voice changer lets them sound the way they want to sound, and that it reduces voice-related harassment along the way [21].
Does the Offer Become a Standard?
What deserves criticism is not that the tool exists. What would deserve criticism is its existence turning into an expectation. And you have to look at where it points. Not at the harasser, but at the harassed. She is the one who is supposed to disguise herself so that the game works for her the way it works for everyone else.
There may be a second, quieter shift in this. As long as there is no filter, an audible female voice is just a voice. Once there is one, it can become, in some ears, something that could have been avoided. Nothing changes about her; what changes is how others read her: whoever makes herself audible as a woman has, by this logic, chosen to.
There is a term for this pattern, and I have used it elsewhere before: safety work. It describes the everyday safety labour women perform before anything has happened at all: the keys held between the fingers to fend off a possible attack, the headphones that are meant to signal that you are not to be approached [33].
The criminologists Liz Kelly and Fiona Vera-Gray sum up the message behind it in a sequence that sounds different in a text about voice channels than in one about parks: women are to be less, in order to be safe. Less visible, less free, less vocal [32].
Two of their findings belong here. First, this labour turns from an option into a requirement, not something a woman does but something she is; whoever fails to perform it is quickly seen not as someone who did something wrong but as someone who is wrong. Second: the success of this labour cannot be shown. When caution works, nothing happens, and nothing is not evidence. What can be counted are only the cases where caution was not enough.
That is why one can always ask afterwards why she did not simply use the filter. It is the same form of question that elsewhere asks what she was wearing. A voice filter is safety work in digital form. The scale is not the same; the pattern is. The game ships the tool. The work of remembering it in time stays with the player.

Whether that happens in ARC Raiders, nobody has examined as far as I know. It certainly does not describe the pursuer from the beginning; he named his motive himself. It describes a risk that every protective offer carries: that an offer becomes a standard against which only one group is measured.
Does It Even Work?
This is where it gets thin. Voice research has known for a long time what it takes to change the perceived gender of a voice: as a rule, it is not enough to pitch the voice lower or higher. Both pitch and timbre play a role in how a voice is assigned a gender [20]. Whether Raider Voice changes those features enough for other players to read the voice differently is not answered by that, and not by the studio either.
I find no independent test of whether the filters reliably change perceived gender. That is remarkable, because everything around this question is well researched. That female voices in games draw many times the hostility has been measured [1]. That women disguise themselves in games or avoid communication altogether to escape it is widely documented, up to and including reaching for a voice changer [21]. What is missing is a test of the tools the studios ship for it.
For the player from the beginning, this means: the protection the game offers her in the moment is one whose effect nobody has demonstrated. And she did not have it on. She played on default settings, and the default setting is your own voice. The choice one might attribute to her, by the logic above, she never made.
You have to know Raider Voice exists, find it and switch it on [17], which means knowing before your first sentence that you are going to need it. That spells out more precisely what she is expected to bring: the disguise, the knowledge that it is necessary, and the willingness not to sound like herself in order to play the same game as everyone who gives up nothing for it.
Help Within Earshot
One could raise a simple demand at this point: get rid of the open channel, or at least allow voice only when it is recorded and machine-monitored. Before signing that, it is worth looking at what else the same channel carries.

I used Gray Zone Warfare above as the example for muting. The same game showed me another side in early summer at Game Access 2026, a developer conference in Brno, Czech Republic. At the booth, communications lead Jakub Vamberský showed me the game's field manual; the answer to how you climb a particular wall was in there, but it took several searches to find [22]. And for anyone the manual cannot help, he named the most important key in the game: Z, push-to-talk, straight into the server's voice chat, where the community takes newcomers by the hand [22].
The open channel that carries unmoderated harassment is the same one over which strangers help each other. It is attack surface and support infrastructure at once, and whoever removes it loses both.
This is no objection to everything above. Helpfulness toward anyone who is stuck and hostility toward the one who becomes audible as a woman do not exclude each other. Both can live in the same community, even in the same people.
But it shifts the question. It is no longer: open channel, yes or no. It is: how much is the open channel worth to a studio, and who pays the price as long as it keeps the channel without securing it?
Priced In
What No Mode Delivers
One limit connects the four modes: none of them guarantees that a situation like the one at the beginning ends immediately.
For reporting and recording that is obvious; they act afterwards. With listening in, one has to be more precise. Modulate explicitly advertises ToxMod as detecting behaviour while it happens and triggering warnings or automated actions in real time [34]. The case study describes a three-day shadow mute as the second escalation step [7]. So it is not out of the question that a system recognises a sentence like the one he said to her during the match and cuts the voice. How far Activision automatically intervenes in running rounds, the public material does not say.
But even a mute would not have ended the pursuit. It would have taken his voice, not his chase. Whoever follows someone across the map to kill them does it with the means of the game, and no voice moderation system is responsible for that. What the modes govern is what was said. What happened to her was more than that.
Yet the game generates data on positions and combat at the same time. That could be combined with voice data, given the interfaces and a lawful basis for the processing. Vendors such as Getgud already describe platforms that bring voice transcripts and gameplay behaviour together. Publicly verifiable evidence that this reliably detects and interrupts a targeted pursuit like the one described here, I have not found [35]. Patents describe the joint evaluation of communication and gameplay too. Sony has patented moderation systems that combine communication with what happens in the game [35].
The open question thus reaches beyond the four voice modes: how can a spoken threat be assessed together with the behaviour that follows it in the game? Voice moderation alone offers no comprehensive protection against harassment in play. That is a reason to add the view of in-game behaviour to it, not a reason to drop it.
Who Doesn't Record
Technical options beyond muting and reporting are available, by now down to the catalogues of middleware vendors. Whether and how they can be integrated and run lawfully depends on the specific game. It is also a decision about how much risk and effort a studio is willing to carry.
So it is a decision when a game stops, for its voice chat, at muting and reporting. For ARC Raiders, Gray Zone Warfare and Rust, nowhere is it documented that what is said is preserved or listened to. For Rust, Facepunch explicitly assigns responsibility for community servers to their operators, including action against rule violations. The studio sets overarching rules and reserves sanctions against servers; uniform recording or evaluation of voice chat is not promised [26].
All three draw part of their appeal from the meeting of two strangers' voices: from the decision whether to trust the other voice or not. What recording or review happens in the background stays unclear on the publicly available information.
Three cases are not a pattern. But they suggest a question.
The Bill
This tension is no accident. It is the product. GamesBeat, which played two hours with Embark CEO Patrick Söderlund, sums up the architecture of ARC Raiders this way: everything is designed to create tension; you can declare yourself "friendly" over voice, and the other side does not have to believe you [23]. Design director Virgil Watkins describes it as a design principle: you do not design AI encounters and player conflicts separately, but situations in which both systems collide [31]. Söderlund calls it the nature of the multiplayer game: the friendliest player can start shooting at any moment, and that cannot be curated [29].
No studio says it forgoes voice moderation to preserve this tension. What can be observed is the combination: the open channel is part of the product, and what is preserved from a spoken harassment so that a report can be checked, none of the three studios says.
Perhaps it is cost, or staff, or an early access in which other things are pressing, or legal caution. From the perspective of the player who was hunted for a round, that changes little. She carried the cost of this arrangement, not those who set it up.
That is the bill that appears in no interview.
This is the English version of "In Hörweite, außer Reichweite". It is a free rendering, not a mirror.
A note on sourcing: For this text I did not ask Embark Studios, Facepunch or MADFINGER Games for general statements on recording, evidence and integration hurdles; inquiries on individual points are pending, and I will add answers with a date. Where this text says a studio does not document something, it means exactly that: it is not publicly documented. Three questions remain open and would merit a study of their own. First, whether built-in voice filters actually change perceived gender; I have found no published listening test for Raider Voice. Second, whether proximity voice legally counts as non-public speech; in the sources I searched, I found no court decision on this. Third, how reliably systems that evaluate voice and gameplay data together can connect a spoken threat with the pursuit that follows it. The legal passages follow German law; readers elsewhere will find the rules differ and the pattern the same.
Sources (expand here)
[1] Kuznekoff, J. H. / Rose, L. M. (2013): Communication in multiplayer gaming: Examining player responses to gender cues. New Media & Society 15(4), 541-556. Halo 3, 245 matches, 1,660 players, pre-recorded clips; the female voice drew on average three times as many negative comments. https://doi.org/10.1177/1461444812458271
[2] Roman Dufek (MADFINGER Games): session on the voice system of Gray Zone Warfare, devcom 2026, Cologne. Author's notes.
[3] Embark Studios, Help Center: Player Reporting (as of 27 Jan 2026). https://id.embark.games/arc-raiders/support/faq/166-player-reporting. ARC Raiders Privacy Policy (effective 1 June 2026; support page as of 6 July 2026): support page https://id.embark.games/arc-raiders/support/faq/128-privacy-policy, linked policy https://m.nexon.com/terms/831. Under "Analyze and address prohibited activities", correspondence between players during a session including voice communication ("to the extent available") is listed as a data category, with a note on manual and automated decision-making up to permanent bans; legal basis legitimate interest under Art. 6(1)(f) GDPR. The same category appears under "Operate and provide the Services" on a contractual basis, Art. 6(1)(b). Retention: only as long as necessary, for the duration of the relationship and at most one year beyond. The document describes permissions, not practice, and applies to all Embark services.
[4] Riot Games: VALORANT Voice Evaluation Update (June 2022, later amended): retention 24 hours, 7 days on report, up to 2 years on penalty. https://playvalorant.com/en-us/news/announcements/valorant-voice-evaluation-update/
[5] Riot timeline: privacy notice change, April 2021, https://www.riotgames.com/en/news/updating-the-privacy-notice-and-terms-of-service; announcement of the NA beta, February 2022, https://playvalorant.com/en-us/news/dev/valorant-systems-health-series-voice-and-chat-toxicity/; North America start 13 July 2022 [4]; APAC and LATAM expansion announced in the updated version of [4]; English-only beta for EMEA and Brazil announced in the updated version of [4], distributed via the official VALORANT channel on 23 Sept 2024 (https://x.com/VALORANT/status/1838247091816271964); "mid-October" date given in the same channel's post of 11 Oct 2024 (https://x.com/VALORANT/status/1844769938524786756).
[6] Activision: Call of Duty Voice Chat Moderation FAQ (ToxMod by Modulate; voice chat is monitored and recorded for moderation; start August 2023 in North America, global excluding Asia since Modern Warfare III, November 2023). https://support.activision.com/articles/call-of-duty-voice-chat-moderation
[7] Modulate/Activision: case study on ToxMod in Call of Duty (25 to 33 percent less toxicity exposure in comparison tests; around a quarter of player reports came with audio documenting a violation), https://www.modulate.ai/case-studies/modulate-activision-case-study, PDF: https://22677265.fs1.hubspotusercontent-na1.net/hubfs/22677265/Collateral/Modulate%20Activision%20Case%20Study.pdf; Activision: Player Safety & Positive Play, Progress Report November 2025 (repeat-offence rates since December 2024 down 43 percent in Black Ops 6 and 38 percent in Warzone; proactive voice moderation in Europe, German since Black Ops 6), https://www.callofduty.com/blog/2025/11/call-of-duty-black-ops-7-black-ops-6-warzone-player-safety-positive-play; Progress Report October 2024, https://www.callofduty.com/blog/2024/10/call-of-duty-anti-toxicity-progress-report-black-ops-6-moderation-results. All figures are the publisher's and vendor's own.
[8] Björn Burghard: Toxic Behavior in Online Games: What Actually Helps. Waycleft, 3 March 2026, last updated 14 June 2026. https://waycleft.com/toxic-behavior-in-online-games-what-actually-helps/ (German version: https://waycleft.com/de/toxisches-verhalten-in-online-spielen-was-dagegen-hilft/). Includes the write-up of the joint talk by Mark Frumkin (Modulate) and Grant Cahill (Activision), devcom 2025, Cologne.
[9] GGWP: GGWP Adds Proactive Voice Moderation to be the Safety Partner for Unity's Vivox Voice Chat, press release, Business Wire, 17 March 2025 (server-side integration for all Vivox customers; Gorilla Tag by Another Axiom). https://www.businesswire.com/news/home/20250312575564/en/GGWP-Adds-Proactive-Voice-Moderation-to-be-the-Safety-Partner-for-Unitys-Vivox-Voice-Chat. GamesBeat, 17 June 2025 (Vivox powers voice chat for the majority of multiplayer games, according to GGWP): https://venturebeat.com/games/ggwp-adds-voice-moderation-for-unitys-vivox-voice-chat-and-gorilla-tag/
[10] 4Players, ODIN documentation: Node.js Server SDK (raw audio access for recording and moderation bots; optional end-to-end encryption). https://docs.4players.io
[11] 4Players on GitHub: odin-unreal-wwise-adapter‑1.x. https://github.com/4Players/odin-unreal-wwise-adapter‑1.x
[12] 4Players: ODIN Cortex, still in early access as of 1 Sept 2026 ("apply to test Cortex on your project ahead of general availability"). https://odin.4players.io/cortex
[13] Regulation (EU) 2022⁄2065 (Digital Services Act), Art. 16(2). https://eur-lex.europa.eu/eli/reg/2022/2065/oj
[14] Section 201 of the German Criminal Code (StGB). https://www.gesetze-im-internet.de/stgb/__201.html
[15] Negative finding on case law and legal literature: own research and two LLM-assisted verification searches in freely accessible databases (openJur, dejure, rewis, law-firm publications) in August 2026; beck-online and juris not searched. Additionally, Research Services of the German Bundestag, WD 7 - 3000 - 081⁄21 of 30 July 2021, p. 5, fn. 12: "No criminal court decisions on this question are apparent" (author's translation); the sentence there refers to self-recorded voice messages in messengers, not to voice chat.
[16] German Federal Court of Justice (BGH), judgment of 13 Oct 1987, VI ZR 83⁄87 (NJW 1988, 1016): a general private interest in obtaining evidence about the content of a conversation does not justify the intrusion into personality rights; special circumstances are required. Civil decision on the admissibility of covert recordings, not on Section 201 StGB. https://dejure.org/dienste/vernetzung/rechtsprechung?Gericht=BGH&Datum=13.10.1987&Aktenzeichen=VI+ZR+83/87. Applied to a covert recording of a workplace conversation: Regional Labour Court Rhineland-Palatinate, 19 Nov 2021, 2 Sa 40⁄21, https://dejure.org/dienste/vernetzung/rechtsprechung?Gericht=LAG+Rheinland-Pfalz&Datum=19.11.2021&Aktenzeichen=2+Sa+40/21; there also Federal Labour Court (BAG), 19 July 2012, 2 AZR 989⁄11: the non-public spoken word of another may not be covertly recorded, even at work.
[17] Embark Studios, Help Center: In-game communication (Raider Voice as opt-in, selectable for party and/or proximity). https://id.embark.games/arc-raiders/support/faq/159-in-game-communication. Ten presets, five male and five female voices: Embark gives no official figure; the split is described in Deltia's Gaming, Arc Raiders: How To Use Voice Changer, 4 Nov 2025, https://deltiasgaming.com/arc-raiders-how-to-use-voice-changer/.
[18] Pocket Tactics: interview with design director Virgil Watkins, November 2025. https://www.pockettactics.com/arc-raiders/interview-proximity-chat
[19] Epic Games, Unreal Engine developer interview: Embark Studios build the award-winning ARC Raiders with Unreal Engine, March 2026 (Epic Online Services Voice; custom voice-changer technology; "safe space" in the article text). https://www.unrealengine.com/developer-interviews/embark-studios-build-the-award-winning-arc-raiders-with-unreal-engine
[20] Hillenbrand, J. M. / Clark, M. J. (2009): The role of f0 and formant frequencies in distinguishing the voices of men and women. Attention, Perception & Psychophysics 71(5), 1150-1166. https://doi.org/10.3758/APP.71.5.1150. Also Skuk, V. G. / Schweinberger, S. R. (2014): Journal of Speech, Language, and Hearing Research 57(1), 285-296 (fundamental frequency as the strongest single cue; joint morphing of fundamental frequency and formants produces changes in perceived gender category equivalent to morphing all parameters). https://doi.org/10.1044/1092-4388(2013/12-0314)
[21] Cote, A. C. (2017): "I Can Defend Myself": Women's Strategies for Coping With Harassment While Gaming Online. Games and Culture 12(2). https://doi.org/10.1177/1555412015587603. Fox, J. / Tang, W. Y. (2017): Women's experiences with general and sexual harassment in online video games. New Media & Society 19(8) ("gender bending or gender neutralization through screen name or avatar choice, avoiding communication with other players"). https://doi.org/10.1177/1461444816635778. Neither abstract names the voice explicitly. The voice changer as a strategy is named in Deng, Z. (2024/2026), New Media & Society 28(1), 270-288, https://doi.org/10.1177/14614448241287831, and Crothers, H. / Scott-Brown, K. C. / Cunningham, S. J. (2024/2026), Games and Culture 21(4), 746-764, https://doi.org/10.1177/15554120241273358. The VR finding: Povinelli, K. C. / Zhao, Y. (2024), Springboard, Roadblock or "Crutch"?, IEEE VR 2024, 354-364, https://doi.org/10.1109/VR58804.2024.00057 (interviews with 13 trans and gender-nonconforming users, qualitative, not an efficacy test). Kao, D. et al. (2024): Exploring how gender-anonymous voice avatars influence women's performance in online computing group work. International Journal of Human-Computer Studies 181, 103146. https://doi.org/10.1016/j.ijhcs.2023.103146
[22] Björn Burghard: A Foyer and a Tram in Brno, and the Gaps In Between. Waycleft, June 2026. https://waycleft.com/gameaccess-brno-the-gaps-in-between/
[23] GamesBeat (Dean Takahashi): Inside ARC Raiders. A candid interview with game leaders Patrick Söderlund and Owen Mahoney while playing live, 30 Dec 2025. The description of the architecture ("architected to create tension") is the article's own text. https://gamesbeat.com/inside-arc-raiders-a-candid-interview-with-game-leaders-patrick-soderlund-and-owen-mahoney-while-playing-live/
[24] MADFINGER Games: Devlog 5 on the Night Ops update, 27 Nov 2024 ("We're finally introducing an in-game reporting system"), https://www.madfingergames.com/news/devlog5. Bug or Player Reporting, pinned studio post in the Steam forums for Gray Zone Warfare, 10 Dec 2024 (reports of cheating and harassment by ticket via support.madfingergames.com; "To help us take action, we kindly request that you provide proof"), https://steamcommunity.com/app/2479810/discussions/0/592882992704238535/. End User License Agreement, https://www.madfingergames.com/eula, code-of-conduct section: hate speech, discriminatory language, harassment and threats lead to temporary or permanent bans; players are encouraged to report; false reporting can be punished. The document applies to all MADFINGER games and contains passages from the mobile era; it says nothing about who handles reports or what is preserved from voice incidents.
[25] Epic Online Services, technical blog: More details on how we built voice reporting (Fortnite, Rocket League, Fall Guys; buffer of the last five minutes on devices, digitally signed, upload only on an active report, no continuous server-side recording; server-side storage of the submitted clip after a report; buffering by the EOS SDK). No comparable voice-reporting feature for external licensees is documented in EOS release notes or the public API reference of the past twelve months; a generic audio-buffer interface (EOS_RTCAudio_AudioBuffer) is available. https://onlineservices.epicgames.com/en-US/news/technical-blog-more-details-on-how-we-built-voice-reporting. Announcement 16 Nov 2023: https://www.epicgames.com/site/en-US/news/introducing-voice-reporting-in-fortnite
[26] Facepunch Studios, Support: Muting and Censorship (as of 23 Aug 2024; muting covers text and voice at once; the word filters mentioned there are Steam's global chat filtering, the censorship options concern visual content), https://support.facepunchstudios.com/hc/en-us/articles/10641641796253-Muting-and-Censorship; Reporting in Rust (F7, death screen, contact card, chat; note on community servers' own reporting channels), https://support.facepunchstudios.com/hc/en-us/articles/10640775389853-Reporting-in-Rust; Banned for Racism/Homophobia (as of 11 June 2026: hate and slurs on Facepunch servers are continuously monitored and automatically flagged to staff, then manually reviewed; bans permanent and not appealable; continued play on community servers possible; the page does not distinguish text from voice), https://support.facepunchstudios.com/hc/en-us/articles/360007485418-Banned-for-Racism-Homophobia. Additionally: Facepunch, Community Server and Hosting Guidelines, as of 15 July 2025, which assign responsibility for servers and for handling rule violations to their operators; violations of the guidelines can lead to removal from the server list or further sanctions; no specific statement on recording or automated evaluation of voice chat. https://facepunch.com/legal/servers
[27] Riot Games Privacy Notice (as of 28 April 2026), section I.A (legal basis "Legitimate Interest" for "Play in a safe and respectful environment" and "Chat with other players"; consent only for marketing), section I.D ("where legally permissible"), section III (retention), section VI.A (right to object). https://www.riotgames.com/en/privacy-notice. Statutory basis: Art. 6(1)(f), Art. 21 GDPR.
[28] Unity Technologies / The Harris Poll: Toxicity in Multiplayer Games Report 2023. Surveyed from 21 to 31 July 2023: 2,522 players (US 1,046, UK 633, South Korea 843); from 21 July to 9 Aug 2023: 407 developers (US 202, UK 101, South Korea 104); precision ±2.7 percentage points for players, ±5.4 for developers. Values used: 96 percent of developers consider effective tools available, 52 percent name investment in them a top priority for their studio (Finding 4); 56 percent admit that protection from toxic behaviour is not a top priority, 89 percent consider more solutions necessary (p. 14); reporting functions implemented at 54 percent and bans at 47 percent (p. 17); 68 percent of players are willing to be recorded for moderation purposes; the report also describes gender differences in willingness to be recorded (p. 11). Available via https://create.unity.com/toxicity-report (registration required).
[29] IGN (Michael Cripe): The Big Arc Raiders Interview: Embark Boss Patrick Söderlund Talks Live-Service Plans, Banning Cheaters, and the Secret Sauce of PvE, 5 Jan 2026 (Söderlund on the unpredictability of fellow players: "It is just the nature of a multiplayer game"). https://www.ign.com/articles/the-big-arc-raiders-interview-embark-boss-patrick-soderlund-talks-live-service-plans-banning-cheaters-and-the-secret-sauce-of-pve
[30] Kocielnik, R. / Li, Z. / Linegar, M. / Sambrano, D. / Soltani, F. / Kim, M. / Naqvie, N. / Cahill, G. / Anandkumar, A. / Alvarez, R. M. (2025): Online Moderation in Competitive Action Games: How Intervention Affects Player Behaviors. Proceedings of the ACM on Human-Computer Interaction 9(6), 96-130. https://doi.org/10.1145/3748599. Quasi-experimental design on Call of Duty: Modern Warfare II, including voice violations; preprint since 1 Nov 2024. Peer-reviewed, but not an independent external evaluation: data and several authors come from the company's environment.
[31] GamesRadar+: Arc Raiders devs "still learning" what to do with PvP, but Embark design director says PvE fights are doing their job, 5 May 2026. Design director Virgil Watkins names unpredictability as a valued quality: "You're not just designing around AI encounters or player-versus-player competition in isolation but rather creating situations where those systems interact." https://www.gamesradar.com/games/third-person-shooter/arc-raiders-devs-still-learning-what-to-do-with-pvp-but-embark-design-director-says-pve-fights-are-doing-their-job-they-make-the-player-interactions-even-more-impactful/
[32] Vera-Gray, F. / Kelly, L. (2020): Contested gendered space. Public sexual harassment and women's safety work. International Journal of Comparative and Applied Criminal Justice 44(4), https://doi.org/10.1080/01924036.2020.1732435; identical as a book chapter, https://doi.org/10.4324/9780429352775-15, full text at https://www.sakraplatser.abe.kth.se/wp-content/uploads/sites/60/2020/07/10.4324_9780429352775-15.pdf. The term goes back to Kelly (2012). Findings used: safety work is pre-emptive, invisible labour performed "just in case", before anything happens; the message that accumulates from it over a lifetime the authors describe as a demand to be less, expressly including "less vocal, less visible, less free"; the work turns from an option into a requirement, something a woman is rather than does, and whoever fails to perform it is seen as being wrong rather than having done something wrong; the success of the work is an absence and therefore cannot be shown, only the failures can be counted, which the authors describe as the catch-22 of the "right amount of panic"; as one form of the work they name strategic alienation, the erecting of barriers such as headphones or sunglasses between oneself and the surroundings. The subject of the study is physical public space; the transfer to voice channels in games is the author's, not theirs.
[33] Björn Burghard: Two in the Morning, No Call. Waycleft, 7 June 2026. https://waycleft.com/two-in-the-morning-no-call/ (German version: https://waycleft.com/de/nachts-um-zwei-ohne-anruf/). Safety work is introduced there, with the same sources and with a survey on avoiding dark places.
[34] Modulate: ToxMod, product page (live monitoring, detection while it happens, warnings and automated actions in real time, evaluation of tone, intensity and escalation patterns), https://www.modulate.ai/products/toxmod. Vendor's own claims. Three-stage escalation with shadow mute at stage two: Modulate/Activision case study [7].
[35] On combining voice, text and gameplay data: Getgud.io advertises a server-side platform that evaluates text chat, voice via transcripts and gameplay actions (positions, kills, team-kills, spawn camping) together, https://www.getgud.io/blog/top-3-best-ai-chat-moderation-tools-for-games/; vendor's self-description, the documented use cases concern cheating and griefing. Modulate's "risk categories" evaluate behaviour trends over longer periods, but only within speech (SiliconANGLE, 31 Aug 2023, https://siliconangle.com/2023/08/31/activision-partners-modulate-combat-game-toxicity-ai-powered-voice-chat-moderation/). Sony patents describe moderation systems that combine communication data with context from gameplay and further user characteristics: US 11,266,912 B2 (Sony Interactive Entertainment LLC, granted 8 March 2022) on detecting and processing disruptive player behaviour, with game telemetry, chat and video stream as review material; US 12,148,445 B2 (Sony Interactive Entertainment Inc., granted 19 Nov 2024) on emotion-based moderation from communication, gameplay and physiological signals. A patent is not evidence of product intent. Research background: Yehor Tereshchenko and Mika Hämäläinen (2025): "Efficient Toxicity Detection in Gaming Chats: A Comparative Study of Embeddings, Fine-Tuned Transformers and LLMs", arXiv preprint; section 7.2.2 sketches research directions for moderating text, audio and image/video content. The paper does not examine the joint evaluation of speech content and pursuit movements in games and does not document a specific research gap for that. https://arxiv.org/html/2510.17924v1