Studying Abusive Behavior of #Gamergate on Twitter

Total Page:16

File Type:pdf, Size:1020Kb

Studying Abusive Behavior of #Gamergate on Twitter Hate is not Binary: Studying Abusive Behavior of #GamerGate on Twier Despoina Chatzakouy, Nicolas Kourtellisz, Jeremy Blackburnz Emiliano De Cristofaro], Gianluca Stringhini], Athena Vakaliy yAristotle University of Thessaloniki zTelefonica Research ]University College London [email protected], [email protected], [email protected] [email protected], [email protected], [email protected] ABSTRACT understanding is crucial to enable eective mitigation and help Over the past few years, online bullying and aggression have be- social network operators to detect and block these accounts. come increasingly prominent, and manifested in many dierent Roadmap. In this paper, we start addressing this gap by perform- forms on social media. However, there is little work analyzing the ing a large-scale comparative study of abusive accounts on Twitter, characteristics of abusive users and what distinguishes them from aiming to understand their characteristics and how they dier from typical social media users. In this paper, we start addressing this typical accounts. We collect a large dataset of tweets related to the gap by analyzing tweets containing a great large amount of abusive- Gamergate (GG) controversy [3], which after two years since its ness. We focus on a Twitter dataset revolving around the Gamergate start has evolved into a fairly mature, pseudo-political movement controversy, which led to many incidents of cyberbullying and cy- that is thought to encompass semi-organized campaigns of hate beraggression on various gaming and social media platforms. We and harassment by its adherents, known as Gamergaters (GGers), study the properties of the users tweeting about Gamergate, the against women in particular. Then, we explore the dierences be- content they post, and the dierences in their behavior compared tween the GG-related accounts identied as abusive, and random to typical Twitter users. Twitter accounts, investigate how these dierences lead to dispro- We nd that while their tweets are often seemingly about aggres- portional suspension rates by Twitter, and discuss possible causes sive and hateful subjects, “Gamergaters” do not exhibit common of these dierences. We also look at accounts of users that were expressions of online anger, and in fact primarily dier from typ- deleted by their owner and not by Twitter. Further, we cluster GG ical users in that their tweets are less joyful. They are also more accounts that exhibit similar behavior, aiming to identify groups engaged than typical Twitter users, which is an indication as to of similar accounts that should have been suspended by Twitter how and why this controversy is still ongoing. Surprisingly, we but are instead still active. Based on the ndings of our clustering, nd that Gamergaters are less likely to be suspended by Twitter, we reason about what may have driven Twitter to not suspend thus we analyze their properties to identify dierences from typical them. Finally, we test the performance of a supervised method to users and what may have led to their suspension. We perform an automatically suspend Twitter users based on the various features unsupervised machine learning analysis to detect clusters of users analyzed. who, though currently active, could be considered for suspension since they exhibit similar behaviors with suspended users. Finally, Findings. In summary, we discover that users involved in Gamer- we conrm the usefulness of our analyzed features by emulating the gate were already-existing Twitter users probably drawn to the Twitter suspension mechanism with a supervised learning method, controversy, which might be the reason why GG exploded on Twit- achieving very good precision and recall. ter in the rst place. While the subject of their tweets is seemingly aggressive and hateful, GGers do not exhibit common expressions arXiv:1705.03345v1 [cs.SI] 9 May 2017 of online anger, and in fact primarily dier from random users in 1 INTRODUCTION that their tweets are less joyful. We nd that despite their clearly Abuse on social media is becoming a pressing issue. Over the past anti-social behavior, GGers tend to have more friends and followers few years, social networks have not only been targeted by bots than random users and being more engaging in the platform may and fraudsters [1, 30, 35], but have also been used as a platform for have allowed this controversy to continue until now. Surprisingly, harassing and trolling other individuals [28]. Detecting and mit- we nd that GGers are disproportionally not suspended from Twit- igating such activities presents important challenges since abuse ter in comparison to random users, which is rather unexpected performed by human-controlled accounts tends to be less homoge- given their hateful and aggressive postings. Suspended GG users neous than the one performed by bots, making it hard to identify expressed more aggressive and repulsive emotions, oensive lan- the characteristics that distinguish them from non-abusive attacks guage, and interestingly, more joy than suspended random users, (and detect them). Recent work showed that human-controlled and their high posting and engaging activity may have delayed accounts involved in harassment actually present degrees of syn- their suspension from Twitter. Also GGers who deleted their ac- chronized activity [15]. However, no systematic measurement has count demonstrated the most activity in comparison to other users been performed to understand what distinguishes a social network (deleted or suspended), exhibited signs of distress, fear, and sad- account behaving in an abusive way from a typical one. Such an ness. They have probably showed these emotions through their high posting activity lled with anger, reduced joy, and negative user/activity based attributes, e.g., number of friends/followers and sentiment. Such users have small social ego-networks which may users’ account age. Our work aims to use such attributes to study have been unsupportive or too small to help them before deleting and understand the dierent behavioral patterns between random their accounts. and Gamergate Twitter users, while shedding light on how such dierences aect their suspension and deletion rates on Twitter. Paper Organization. The rest of the paper is organized as follows. The next section reviews related work on measuring abusive be- Analysis of Gamergate. To create an abuse-related dataset, i.e., a haviors on online platforms. Section 3 introduces our dataset and dataset containing abusive behavior with high probability, previ- the steps taken for cleaning and preparing it for analysis, then, in ous works rely on a number of words (i.e., seed words) which are Section 4, we analyze the behavioral patterns exhibited by GGers, highly related with the manifestation of abusive/aggressive events. and compare them to random Twitter users. In Section 5, we discuss In this sense, a popular term that can serve as a seed word is the how users get suspended on Twitter, dierences observed between #GamerGate hashtag which is one of the most well documented GGers and random users, reasons for deviating from the expected large-scale instances of bullying/aggressive behavior we are aware rates, and a basic eort to emulate Twitter’s suspension mechanism. of [21]. The Gamergate controversy stemmed from alleged im- In Section 6 we discuss our ndings and conclude. proprieties in video game journalism, which quickly grew into a larger campaign centered around sexism and social justice. With individuals on both sides of the controversy using it, and extreme 2 RELATED WORK cases of bullying and aggressive behavior associated with it (e.g., We now review related work on studying/detecting oensive, abu- direct threats of rape and murder), #GamerGate can serve as a rela- sive, aggressive or bullying content on social media sources. Chen tively unambiguous hashtag associated with texts that are likely to et al. [6] aim to detect oensive content, as well as, potential oen- involve abusive/aggressive behavior from a fairly mature, hateful sive users based on YouTube comments. Both Yahoo Finance [9, 24] online community. In [22], the author shows that #GamerGate can and Yahoo Answers [18] have been used as a source of information be likened to hooliganism, i.e., a leisure-centered aggression were for detecting hate and/or abusive content. More specically, [18] fans are organized in groups to attack another group’s members. studied a Community-based Question-Answering (CQA) site and Also, [12] aims to detect toxicity on Twitter, considering #Gamer- nds that users tend to ag abusive content in an overwhelmingly Gate to collect a sucient number of harassment-related posts. correct way. In this paper, we also study a number of abusive users involved Cyberbullying has also attracted a lot of attention lately, for in this controversy via #GamerGate. However, we are the rst to instance [2], [16] and [17] focus on Twitter, Ask.fm, and Instagram, investigate the attributes characterizing these users with respect respectively, to detect existing bullying cases out of text sources. [2] to their Twitter account status (active, suspended, deleted), and considers a variety of features, i.e., user, text, and network-based, to perform an unsupervised and supervised analysis of suspicious to distinguish bullies and aggressors from typical Twitter users. In users for possible suspension. addition to text sources, [17] also tries to associate an image’s topic (e.g., drugs, celebrity, sports,
Recommended publications
  • Gamergate and Digital Humanities
    Loyola University Chicago Loyola eCommons School of Communication: Faculty Publications and Other Works Faculty Publications 2-2019 Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities Todd Suomela Bucknell University Florence Chee [email protected] Bettina Berendt University of Kansas Geoffrey Rockwell University of Alberta Follow this and additional works at: https://ecommons.luc.edu/communication_facpubs Part of the Communication Commons, and the Digital Humanities Commons Recommended Citation Suomela, Todd; Chee, Florence; Berendt, Bettina; and Rockwell, Geoffrey. Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities. Digital Studies/ Le champ numérique, 9, 1: 1-28, 2019. Retrieved from Loyola eCommons, School of Communication: Faculty Publications and Other Works, http://dx.doi.org/10.16995/dscn.302 This Article is brought to you for free and open access by the Faculty Publications at Loyola eCommons. It has been accepted for inclusion in School of Communication: Faculty Publications and Other Works by an authorized administrator of Loyola eCommons. For more information, please contact [email protected]. This work is licensed under a Creative Commons Attribution 4.0 License. © 2019 The Author(s). Suomela, Todd, et al. 2019. “Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities.” Digital Studies/Le champ numérique 9(1): 4, pp. 1–28. DOI: https://doi.org/10.16995/dscn.302 RESEARCH Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities Todd Suomela1, Florence Chee2, Bettina Berendt3 and Geoffrey Rockwell4 1 Bucknell University Lewisburg, PA, US 2 Loyola University Chicago, US 3 KU Leuven, NL 4 University of Alberta Edmonton, AB, CA Corresponding author: Todd Suomela ([email protected]) This article examines key ethical issues that are continuing to emerge from the task of archiving data scraped from online sources such as social media sites, blogs, and forums, particularly pertaining to online harassment and hostile groups.
    [Show full text]
  • Gamergate, Eine Retrospektive
    GamerGate Eine Retrospektive November 2020 @KeinenPixel_de [email protected] keinenpixel.de @KeinenPixel_de GAMERGATE, EINE RETROSPEKTIVE Abstract: GamerGate war eine 2014 beginnende anti-feministische und rechtsextreme Bewegung, die große Teile der Computer- und Videospielszene sowie angrenzende Bereiche der Popkultur erfasste und weitreichende politische Folgen nach sich zog. Anhand von Primär-, wie auch Sekundärquellen zeichnet diese Retrospektive die Entwicklung von GamerGate in drei Phasen nach: Wie sich 1.) aus persönlicher Rache und den unkoordinierten Angriffen auf Einzelpersonen eine 2.) breite, anti-feministische Bewegung herausbildete, die sich 3.) mit rechtsextremen Elementen zu einer politischen Bewegung vereint. Diese wurde maßgeblich von Steve Bannon initiiert, der damit den Wahlkampf von Donald Trump in den USA unterstützte. Wie der vierte und letzte Teil darstellt, nimmt GamerGate deshalb noch heute eine Schlüsselposition in der Entwicklung der neuen Rechten ein, die Popkultur mit rechtsextremer Politik verbindet. Bestehende Tendenzen und kleinere Strömungen haben sich in GamerGate vereinigt, weshalb die Bewegung einen neue Möglichkeit zur Rekrutierung und Radikalisierung am rechten Rand gebildet hat. Obwohl GamerGate bereits oft in Artikeln thematisiert wurde, gibt es nur wenige Gesamtüberblicke über die Entwicklung der Bewegung. Die Retrospektive will als ausführliche deutschsprachige Ressource zukünftige Arbeit mit dem Thema erleichtern. Hinweis: Aufgrund rechtsextremer Inhalte ist es vielfach nicht möglich auf Originalquellen zu verlinken. In diesen Fällen werden Sekundärquellen genutzt, die die kritischen Inhalte kontextualisiert wiedergeben. Über die Autor*innen: " ForschungskollektivenKeinen Pixel den Faschisten! und Entwicklerstudios ist eine Initiative aus der von Computerspielekultur, Webseiten, Medienschaffenden, die sich durch antifaschistische Arbeit für ein inklusives Klima in ihren Communitys stark machen wollen. Zum Statement mit mehr Informationen über das Netzwerk: Hier klicken.
    [Show full text]
  • “No Left, No Right – Only the Game”
    “No Left, No Right – Only the Game” A Netnographic Study of the Online Community r/KotakuInAction Master of Arts: Media and Communication Studies – Culture, Collaborative Media, and Creative Industries Master’s Thesis (Two-year) | 15 credits Student: Oskar Larsson Supervisor: Maria Brock Year: 2021 Word Count: 15,937 Abstract This thesis examines how 'othering' discourse can be used to construct and negotiate boundaries and shape collective identities within online spaces. Through a mixed-method approach of thematic analysis and a netnographic study, and by drawing on theoretical concepts of online othering and identity formation, this thesis explores how the Gamergate community r/KotakuInAction can be understood in relation to Gamergate, the Alt-Right and society at large. The results show that the community perceive and construct the SJW as a common adversary – a monstrous representation of feminism, progressiveness and political correctness. The analysis also revealed how racist rhetorics and white male anxieties characterize the communitys' othering discourse. Through an in-depth study of user-submitted comment, this thesis argues that r/KotakuInAction's collective identity is fluid and reactionary in nature, characterized by a discourse that is indicative of Alt-Right ideology and white male supremacy. Future research should further explore the network of communities that r/KotakuInAction is part of, as well as examine how the community transform over time. Keywords: Gamergate, Reddit, Alt-Right, Online Othering, Collective Identity,
    [Show full text]
  • Gamergate and Resistance to the Diversification of Gaming Culture
    64 COMMENTARY: GamerGate and resistance to the diversification of gaming culture CHERIE TODD It is reported that there are now over one billion people worldwide who play multimedia video games, and the typical ‘gamer’ stereotype (mid 20s, single, white male) no longer applies (Reilly, 2015). Games are growing increasingly more pervasive as well as more social, and are now available any time on multiple platforms (PC, Xbox and PlayStation) and devices such as smart phones and iPads. Within less than a decade, video games have gone from being a niche area of entertainment for a few, to a mass medium that appeals to people of all ages and genders. Research continues to show an increase in the number of women who are now gaming, with the genders almost reaching parity. These statistics, however, tend to focus on gaming as a whole, and ignore gender splits within particular games and/or countries, where in many online games women are often a minority. As a result of this gender imbalance, the culture of games continues to be heavily influenced by highly masculinist discourse. There is an increasing diversification of gaming culture that is occurring due to the growing popularity of games. While many perceive this to be a positive step, there are some who are resistant to these fundamental shifts and who do not want the culture of games to change. Users of the hashtag #GamerGate have been the most vocal in their resistance to these changes. In 2014 reports of GamerGate activities started to circulate more widely, becoming a topical issue in the USA where news outlets began to describe the emergence of a ‘culture war’ over the diversification of gaming culture.
    [Show full text]
  • Understanding Web Archiving Services and Their (Mis) Use On
    Understanding Web Archiving Services and Their (Mis)Use on Social Media∗ Savvas Zannettou?, Jeremy Blackburnz, Emiliano De Cristofaroy, Michael Sirivianos?, Gianluca Stringhiniy ?Cyprus University of Technology, yUniversity College London, zUniversity of Alabama at Birmingham [email protected], [email protected], fe.decristofaro,[email protected], [email protected] Abstract In this context, an important role is played by services like the Wayback Machine (archive.org), which proactively Web archiving services play an increasingly important role archives large portions of the Web, allowing users to search in today’s information ecosystem, by ensuring the continuing and retrieve the history of more than 300 billion pages. At the availability of information, or by deliberately caching content same time, on-demand archiving services like archive.is have that might get deleted or removed. Among these, the Way- also become popular: users can take a snapshot of a Web page back Machine has been proactively archiving, since 2001, ver- by entering its URL, which the system crawls and archives, re- sions of a large number of Web pages, while newer services turning a permanent short URL serving as a time capsule that like archive.is allow users to create on-demand snapshots of can be shared across the Web. specific Web pages, which serve as time capsules that can be shared across the Web. In this paper, we present a large-scale Archiving services serve a variety of purposes beyond ad- analysis of Web archiving services and their use on social me- dressing link rot. Platforms like archive.is are reportedly used dia, shedding light on the actors involved in this ecosystem, to preserve controversial blogs and tweets that the author may the content that gets archived, and how it is shared.
    [Show full text]
  • The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
    The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr.
    [Show full text]
  • Download Paper
    Lawless: the secret rules that govern our digital lives (and why we need new digital constitutions that protect our rights) Submitted version. Forthcoming 2019 Cambridge University Press. Nicolas P. Suzor Table of Contents Part I: a lawless internet Chapter 1. The hidden rules of the internet ............................................................................................. 6 Process matters ....................................................................................................................................................... 12 Chapter 2. Who makes the rules?.......................................................................................................... 17 Whose values apply? ............................................................................................................................................... 22 The moderation process .......................................................................................................................................... 25 Bias and accountability ........................................................................................................................................... 28 Chapter 3. The internet’s abuse problem ............................................................................................... 41 Abuse reflects and reinforces systemic inequalities ................................................................................................ 50 Dealing with abuse needs the involvement of platforms .......................................................................................
    [Show full text]
  • Great Meme War:” the Alt-Right and Its Multifarious Enemies
    Angles New Perspectives on the Anglophone World 10 | 2020 Creating the Enemy The “Great Meme War:” the Alt-Right and its Multifarious Enemies Maxime Dafaure Electronic version URL: http://journals.openedition.org/angles/369 ISSN: 2274-2042 Publisher Société des Anglicistes de l'Enseignement Supérieur Electronic reference Maxime Dafaure, « The “Great Meme War:” the Alt-Right and its Multifarious Enemies », Angles [Online], 10 | 2020, Online since 01 April 2020, connection on 28 July 2020. URL : http:// journals.openedition.org/angles/369 This text was automatically generated on 28 July 2020. Angles. New Perspectives on the Anglophone World is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. The “Great Meme War:” the Alt-Right and its Multifarious Enemies 1 The “Great Meme War:” the Alt- Right and its Multifarious Enemies Maxime Dafaure Memes and the metapolitics of the alt-right 1 The alt-right has been a major actor of the online culture wars of the past few years. Since it came to prominence during the 2014 Gamergate controversy,1 this loosely- defined, puzzling movement has achieved mainstream recognition and has been the subject of discussion by journalists and scholars alike. Although the movement is notoriously difficult to define, a few overarching themes can be delineated: unequivocal rejections of immigration and multiculturalism among most, if not all, alt- right subgroups; an intense criticism of feminism, in particular within the manosphere community, which itself is divided into several clans with different goals and subcultures (men’s rights activists, Men Going Their Own Way, pick-up artists, incels).2 Demographically speaking, an overwhelming majority of alt-righters are white heterosexual males, one of the major social categories who feel dispossessed and resentful, as pointed out as early as in the mid-20th century by Daniel Bell, and more recently by Michael Kimmel (Angry White Men 2013) and Dick Howard (Les Ombres de l’Amérique 2017).
    [Show full text]
  • " and We Will Fight for Our Race!" a Measurement Study of Genetic Testing Conversations on Reddit and 4Chan
    “And We Will Fight For Our Race!” A Measurement Study of Genetic Testing Conversations on Reddit and 4chan∗ Alexandros Mittos1, Savvas Zannettou2, Jeremy Blackburn3, and Emiliano De Cristofaro1 1University College London 2Cyprus University of Technology 3Binghamton University fa.mittos,[email protected], [email protected], [email protected] Abstract include genetic ancestry tests, which promise a way to discover one’s ancestral roots, building on patterns of genetic variations Progress in genomics has enabled the emergence of a boom- common in people from similar backgrounds [57]. However, ing market for “direct-to-consumer” genetic testing. Nowadays, these are subject to limitations, e.g., results differ from provider companies like 23andMe and AncestryDNA provide affordable to provider due to different control groups [72]. AncestryDNA health, genealogy, and ancestry reports, and have already tested alone has tested more than 10M customers as of Jan 2019 [6]. tens of millions of customers. At the same time, alt- and far- Alas, increased popularity of self-administered genetic tests, right groups have also taken an interest in genetic testing, using and in particular ancestry, has also been accompanied by me- them to attack minorities and prove their genetic “purity.” In dia reports of far-right groups using it to attack minorities or this paper, we present a measurement study shedding light on prove their genetic “purity” [15, 66] mirroring concerns of a how genetic testing is being discussed on Web communities in new wave of scientific racism [68]. For example, white na- Reddit and 4chan. We collect 1.3M comments posted over 27 tionalists were recently taped chugging milk at gatherings to months on the two platforms, using a set of 280 keywords re- demonstrate the ability of white people to better digest lac- lated to genetic testing.
    [Show full text]
  • The Public Eye, Winter 2017
    WINTER 2017 The Public Eye In this issue: Religious Freedom is a Progressive Value • Birth of the Alt Right • Mobilizing Misogyny • Right Moves: Interview with Jason Stahl editor’s letter BY FREDERICK CLARKSON After the November election, the growing concern among progressives about the “Alt THE PUBLIC EYE Right”—an ideology that draws together White supremacism, misogyny, antisemitism, QUARTERLY and authoritarianism in an irony- and meme-fueled movement—became a sense of emer- gency. Followers of the movement were Sieg Heiling in Washington D.C. hotels, and a spate PUBLISHER Tarso Luís Ramos of attacks against minority groups and people of color were reported across the country. It seemed as though the worst elements of President Trump’s base had emerged en masse to EDITOR mark their victory with virulent displays of intolerance. But as with confronting any threat, Kathryn Joyce effective response first requires understanding it. COVER ART Nansi Guevara In this issue, as well as in a rapidly-expanding list of online-exclusive reports, stories, and LAYOUT profiles, PRA is doing what it does best: digging into the fraught subject of the White na- Gabriel Joffe tionalist Alt Right with meticulous research and broad historical context. This edition of PRINTING The Public Eye includes two full-length features concerning the Alt Right. The first of these Red Sun Press is David Neiwert’s “Birth of the Alt Right” (pg. 4). Neiwert, who with journalist Sarah EDITORIAL BOARD Posner investigated the movement over the course of the presidential race, delves into the Frederick Clarkson • Alex DiBranco deep backstory of how the Alt Right came to be.
    [Show full text]
  • Deplatforming Misogyny
    Copyright © 2021 Women’s Legal Education and Action Fund (LEAF) Published by Women’s Legal Education and Action Fund (LEAF) 180 Dundas Street West, Suite 1420 Toronto, Ontario, Canada M5G 1C7 www.leaf.ca LEAF is a national, charitable, non-profit organization, founded in 1985. LEAF works to advance the substantive equality rights of women and girls in Canada through litigation, law reform and public education using the Canadian Charter of Rights and Freedoms. This publication was created as part of LEAF's Technology-Facilitated Violence (TFV) Project. The TFV Project brings together feminist lawyers and academics to conduct research and produce publications imagining legal responses to TFV against women and gender-diverse people that are informed by equality principles. The project also supports and informs LEAF’s law reform efforts and potential upcoming interventions concerning TFV. Acknowledgements Deep gratitude and appreciation go to the many people whose efforts and support made this publication possible. This report was researched and written by Cynthia Khoo, a technology and human rights lawyer and researcher. Cynthia holds an LL.M. (Concentration in Law and Technology) from the University of Ottawa, where she worked on cases as junior counsel at the Samuelson-Glushko Canadian Internet Policy and Public Interest Clinic (CIPPIC). Her paper on platform liability for emergent systemic harm to historically marginalized groups received the inaugural Ian R. Kerr Robotnik Memorial Award for the Best Paper by an Emerging Scholar at We Robot 2020. She has managed a sole practice law firm, Tekhnos Law, and obtained her J.D. from the University of Victoria.
    [Show full text]
  • Media Manipulation and Disinformation Online Alice Marwick and Rebecca Lewis CONTENTS
    Media Manipulation and Disinformation Online Alice Marwick and Rebecca Lewis CONTENTS Executive Summary ....................................................... 1 What Techniques Do Media Manipulators Use? ....... 33 Understanding Media Manipulation ............................ 2 Participatory Culture ........................................... 33 Who is Manipulating the Media? ................................. 4 Networks ............................................................. 34 Internet Trolls ......................................................... 4 Memes ................................................................. 35 Gamergaters .......................................................... 7 Bots ...................................................................... 36 Hate Groups and Ideologues ............................... 9 Strategic Amplification and Framing ................. 38 The Alt-Right ................................................... 9 Why is the Media Vulnerable? .................................... 40 The Manosphere .......................................... 13 Lack of Trust in Media ......................................... 40 Conspiracy Theorists ........................................... 17 Decline of Local News ........................................ 41 Influencers............................................................ 20 The Attention Economy ...................................... 42 Hyper-Partisan News Outlets ............................. 21 What are the Outcomes? ..........................................
    [Show full text]