Online Harassment and Content Moderation: the Case of Blocklists
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Proceedings of the Fifteenth International AAAI Conference on Web and Social Media (ICWSM 2021) A Large Open Dataset from the Parler Social Network Max Aliapoulios1, Emmi Bevensee2, Jeremy Blackburn3, Barry Bradlyn4, Emiliano De Cristofaro5, Gianluca Stringhini6, Savvas Zannettou7 1New York University, 2SMAT, 3Binghamton University, 4University of Illinois at Urbana-Champaign, 5University College London, 6Boston University, 7Max Planck Institute for Informatics [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract feasible in technical terms to create a new social media plat- Parler is as an “alternative” social network promoting itself form, but marketing the platform towards specific polarized as a service that allows to “speak freely and express yourself communities is an extremely successful strategy to bootstrap openly, without fear of being deplatformed for your views.” a user base. In other words, there is a subset of users on Twit- Because of this promise, the platform become popular among ter, Facebook, Reddit, etc., that will happily migrate to a new users who were suspended on mainstream social networks platform, especially if it advertises moderation policies that for violating their terms of service, as well as those fearing do not restrict the growth and spread of political polariza- censorship. In particular, the service was endorsed by several tion, conspiracy theories, extremist ideology, hateful and vi- conservative public figures, encouraging people to migrate olent speech, and mis- and dis-information. from traditional social networks. After the storming of the US Capitol on January 6, 2021, Parler has been progressively de- Parler. -
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. -
What Is Gab? a Bastion of Free Speech Or an Alt-Right Echo Chamber?
What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber? Savvas Zannettou Barry Bradlyn Emiliano De Cristofaro Cyprus University of Technology Princeton Center for Theoretical Science University College London [email protected] [email protected] [email protected] Haewoon Kwak Michael Sirivianos Gianluca Stringhini Qatar Computing Research Institute Cyprus University of Technology University College London & Hamad Bin Khalifa University [email protected] [email protected] [email protected] Jeremy Blackburn University of Alabama at Birmingham [email protected] ABSTRACT ACM Reference Format: Over the past few years, a number of new “fringe” communities, Savvas Zannettou, Barry Bradlyn, Emiliano De Cristofaro, Haewoon Kwak, like 4chan or certain subreddits, have gained traction on the Web Michael Sirivianos, Gianluca Stringhini, and Jeremy Blackburn. 2018. What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber?. In WWW at a rapid pace. However, more often than not, little is known about ’18 Companion: The 2018 Web Conference Companion, April 23–27, 2018, Lyon, how they evolve or what kind of activities they attract, despite France. ACM, New York, NY, USA, 8 pages. https://doi.org/10.1145/3184558. recent research has shown that they influence how false informa- 3191531 tion reaches mainstream communities. This motivates the need to monitor these communities and analyze their impact on the Web’s information ecosystem. 1 INTRODUCTION In August 2016, a new social network called Gab was created The Web’s information ecosystem is composed of multiple com- as an alternative to Twitter. -
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. -
“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, -
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. -
It's About Ethics in Games Journalism? Gamergaters and Geek
SMSXXX10.1177/2056305116672484Social Media + SocietyBraithwaite 672484research-article2016 SI: Making Digital Cultures Social Media + Society October-December 2016: 1 –10 It’s About Ethics in Games Journalism? © The Author(s) 2016 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav Gamergaters and Geek Masculinity DOI: 10.1177/2056305116672484 sms.sagepub.com Andrea Braithwaite Abstract #Gamergate is an online movement ostensibly dedicated to reforming ethics in video games journalism. In practice, it is characterized by viciously sexual and sexist attacks on women in and around gaming communities. #Gamergate is also a site for articulating “Gamergater” as a form of geek masculinity. #Gamergate discussions across social media platforms illustrate how Gamergaters produce and reproduce this gendered identity. Gamergaters perceive themselves as crusaders, under siege from critics they pejoratively refer to as SJWs (social justice warriors). By leveraging social media for concern-trolling about gaming as an innocuous masculine pastime, Gamergaters situate the heterosexual White male as both the typical gamer and the real victim of #Gamergate. #Gamergate is a specific and virulent online node in broader discussions of privilege, difference, and identity politics. Gamergaters are an instructive example of how social media operate as vectors for public discourses about gender, sexual identity, and equality, as well as safe spaces for aggressive and violent misogyny. Keywords Gamergate, gaming cultures, geek masculinity, online harassment, social media At the end of August 2014, many online gaming communities situate themselves as the “real” victims, oppressed by calls erupted into vicious arguments—ostensibly about ethics in for diversity and at risk of losing “their” games to more video game journalism, but more pointedly about gender, inclusive ones. -
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. -
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? .......................................... -
TGC September 2018 Rights Guide
foreign rights September 2018 www.thegernertco.com JOHN GRISHAM #1 New York Times bestseller • Published in 40 languages • 375+ million books in print 23 October 2018 #1 New York Times bestselling author John Grisham returns to Clanton, Mississippi to tell the story of an unthinkable murder, the bizarre trial that follows it, and its profound and lasting effect on the people of Ford County. October 1946, Clanton, Mississippi Pete Banning was Clanton, Mississippi's favorite son - a decorated World War II hero, the patriarch of a prominent family, a farmer, father, neighbor, and a faithful member of the Methodist church. Then one cool October morning he rose early, drove into town, walked into the church, and calmly shot and killed his pastor and friend, the Reverend Dexter Bell. As if the murder weren't shocking enough, it was even more baffling that Pete's only statement about it - to the sheriff, to his lawyers, to the judge, to the jury, and to his family was: "I have nothing to say." He was not afraid of death and was willing to take his motive to the grave. In a major novel unlike anything he has written before, John Grisham takes us on an incredible journey, from the Jim Crow South to the jungles of the Philippines during World War II; from an insane asylum filled with secrets to the Clanton courtroom where Pete's defense attorney tries desperately to save him. Reminiscent of the finest tradition of Southern Gothic storytelling, The Reckoning would not be complete without Grisham's signature layers of legal suspense, and he delivers on every page. -
Frankfurt 2017
foreign rights Frankfurt 2017 www.thegernertco.com JOHN GRISHAM #1 New York Times bestseller • Published in 40 languages • 375+ million books in print 24 October 2017 #1 New York Times bestselling author John Grisham’s newest legal thriller takes you inside a law firm that’s on shaky ground. Mark, Todd, and Zola came to law school to change the world, to make it a better place. But now, as third-year students, these close friends realize they have been duped. They all borrowed heavily to attend a third-tier, for-profit law school so mediocre that its graduates rarely pass the bar exam, let alone get good jobs. And when they learn that their school is one of a chain owned by a shady New York hedge-fund operator who also happens to own a bank specializing in student loans, the three know they have been caught up in The Great Law School Scam. But maybe there's a way out. Maybe there’s a way to escape their crushing debt, expose the bank and the scam, and make a few bucks in the process. But to do so, they would first have to quit school. And leaving law school a few short months before graduation would be completely crazy, right? Well, yes and no . Pull up a stool, grab a cold one, and get ready to spend some time at The Rooster Bar. John Grisham is the author of thirty-one novels, one work of nonfiction, a collection of stories, and six novels for young readers. He lives in Virginia and Mississippi. -
1 Québec, Le 25 Mars 2014 A/S : Ombudsman Des
1 Québec, le 25 mars 2014 A/S : Ombudsman des Services français – Pierre Tourangeau Radio-Canada Objet : Une chronique de l’émission La Sphère contient des propos inexactes concernant la controverse du GamerGate allant à l’encontre de principe exactitude, d’intégrité et d’équité du traitement de l’information à Radio-Canada ( La Sphère, Première Chaine, 9 mars 2015, entre 13h00 et 14h00, vers 13h22) Samedi le 9 mars 2015 de 13h00 à 14h00, lors de la diffusion de l’émission La Sphère, sur la première chaine de Radio-Canada, animée par Matthieu Dugal, le chroniqueur Carl Therrien s’exprime sur la saga du GamerGate, une série d’évènements et de scandales concernant l’éthique journalistique dans les medias vidéoludiques. Ayant utilisé le hashtag à plusieurs reprises sur le compte twitter de @Mug33k depuis le mois d’octobre 2014 et suivi la saga depuis le début, je fus consterné par le manque de rigueur et d’exactitude de la part du chroniqueur, présenté comme un spécialiste du jeu vidéo et assistant professeur à l’Université de Montréal. Pour alléger la lecture, les notes de bas de page sont réservées aux citations et les sources seront soulignées en bleu ave l’adresse URL. Une connexion internet est donc requise pour consulter les sources. Dans le cas où une source deviendrait inaccessible durant le traitement de la plainte, des liens archivés vous seront transmis sur demande. Avant de citer les propos litigieux, une chronologie des faits documentés s’impose pour démontrer le manque d’exactitude de la part du chroniqueur. La liste est très longue mais nécessaire.