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Online Harassment: a Legislative Solution
\\jciprod01\productn\H\HLL\54-2\HLL205.txt unknown Seq: 1 11-MAY-17 15:55 ONLINE HARASSMENT: A LEGISLATIVE SOLUTION EMMA MARSHAK* TABLE OF CONTENTS I. INTRODUCTION .......................................... 501 II. WHY IS ONLINE HARASSMENT A PROBLEM?................ 504 R a. The Scope of the Problem ............................ 504 R b. Economic Impact .................................... 507 R i. Lost Business Opportunities ...................... 507 R ii. Swatting ........................................ 510 R iii. Doxxing ........................................ 511 R III. CURRENT LAW .......................................... 512 R a. Divergent State Law ................................. 512 R b. Elements of the Law ................................. 514 R IV. LAW ENFORCEMENT AND INVESTIGATIVE PROBLEMS ........ 515 R a. Police Training ...................................... 515 R b. Investigative Resources .............................. 519 R c. Prosecutorial Jurisdiction ............................ 520 R V. SOLUTION ............................................... 521 R a. Proposed Legislation ................................ 521 R b. National Evidence Laboratory ........................ 526 R c. Training Materials ................................... 526 R VI. CONCLUSION ............................................ 528 R VII. APPENDIX ............................................... 530 R I. INTRODUCTION A journalist publishes an article; rape threats follow in the comments.1 An art curator has a conversation with a visitor to her gallery; -
NARAL Ep5 V04 20200623.Mp3
NARAL_Ep5_v04_20200623.mp3 Jess McIntosh [00:00:00] This limited series podcast is based on the book, "The Lie that Binds" by NARAL Pro-Choice America president Ilyse Hogue with Ellie Langford. Each episode builds on the history terminology and figureheads established in the last. So we strongly recommend that you start from episode one before jumping ahead. Brianna Wu [00:00:18] The truth is, GamerGate is less of an event and more of a playbook to use against someone you don't like. Jess McIntosh [00:00:26] This is Brianna Wu, co-founder of independent videogame studio Giant SpaceKat. Brianna Wu [00:00:32] This is the GamerGate playbook. Find someone you want to shut up. Go to their entire life. Go through all their social media posts. Investigate them and find something to attack them with. And then get an army of people online to scream from the hills about this fact which may or may not be true and destroyed their reputation. The idea is to make the cost of speaking out so high that it's easier to just remain silent. Jess McIntosh [00:00:59] The GamerGate controversy started in August 2014. Brianna Wu [00:01:01] All through 2014 my women colleagues were being basically bullied out of the industry. Jess McIntosh [00:01:09] It was set off after game developer Zoe Quinn was falsely accused by their ex-boyfriend of sleeping with a videogame journalist to garner positive reviews for their company's new game. This led to an avalanche of rape threats, doxing and death threats against Quinn, as well as women who criticized sexism in the game industry in general. -
ISOJ 2018: Day 2, Morning Keynote Speaker KEYNOTE SPEAKER: Ben Smith
ISOJ 2018: Day 2, Morning Keynote Speaker KEYNOTE SPEAKER: Ben Smith Chair: Evan Smith, CEO and Co-Founder, Texas Tribune Keynote Speaker: Ben Smith, Editor-in-Chief, BuzzFeed Ben Smith: Thank you. Thank you for the kind words, Evan. Thanks so much for having me. The downside to not having a PowerPoint presentation is I’m going to stand under this giant picture of myself for five or ten minutes before Evan turns on me. And you know, we’ve talked a little about…. I think I’m just sort of giving a brief intro to how BuzzFeed went from being the world’s leading cat website to doing some journalism that I hope speaks for itself. And I think we are—we remain the world’s leading cat website as well. But we don’t—we don’t shy away from that, but I think that, at this point, the journalism really does speak for itself. And you can read that or watch that story elsewhere. And in particular, we’ve been on a run lately that I feel really good about. If I can boast a little, we broke the “Growth at Any Cost” Facebook memo the other week, and Christopher Steele’s other report on an alleged murder in Washington. And the third big story that we broke just in the last couple of weeks was the one that I thought, for this audience who pays a lot of attention to journalism and to how information travels online, would just be sort of interesting in talking about for a few minutes, because it’s something that I’ve been really troubled by and have been wrestling with over the last couple of weeks. -
Re-Writing the Script : Representations of Transgender Creativity In
Kate Norbury Re-writing the Script: Representations of Transgender Creativity in Contemporary Young Adult Fiction and Television Abstract: The transgender, gender-atypical or intersex protagonist challeng- es normative assumptions and expectations about gender, identity and sexu- ality. This article argues that contemporary transgender-themed young adult fiction and television uses the theme of creativity or the creative achievement script to override previously negative representations of adolescent transgender subjectivities. I consider three English-language novels and one television series for young adults and use script theory to analyse these four texts. Cris Beam’s I Am J (2011) and Kirstin Cronn-Mills’ Beautiful Music for Ugly Children (2012), both originally published in the United States, depict female to male transitions. Alyssa Brugman’s Alex As Well (2013), originally published in Australia, foregrounds the experience of an inter- sex teenager, Alex, raised as a boy, but who, at the age of fourteen, decides she is female. Glee introduced the transgender character Unique in 2012, and in 2014 she continued to be a central member of the New Directions choir. The Swedish graphic novel, Elias Ericson’s Åror (Oars, 2013), includes two transgender characters who enact the creative achievement script and fall in love with each other. Ericson’s graphic novel goes further than the English-language texts to date. Collectively, these transgender, gender-atypical or intersex protagonists and central characters assert their creativity and individual agency. The transgender character’s particular cre- ativity ultimately secures a positive sense of self. This more recent selection of texts which date from 2011 validate young adult transgender experience and model diversity and acceptance. -
Sunday Morning Grid 12/28/14 Latimes.Com/Tv Times
SUNDAY MORNING GRID 12/28/14 LATIMES.COM/TV TIMES 7 am 7:30 8 am 8:30 9 am 9:30 10 am 10:30 11 am 11:30 12 pm 12:30 2 CBS CBS News Sunday Face the Nation (N) The NFL Today (N) Å Football Chargers at Kansas City Chiefs. (N) Å 4 NBC News (N) Å Meet the Press (N) Å News 1st Look Paid Premier League Goal Zone (N) (TVG) World/Adventure Sports 5 CW News (N) Å In Touch Paid Program 7 ABC News (N) Å This Week News (N) News (N) Outback Explore St. Jude Hospital College 9 KCAL News (N) Joel Osteen Mike Webb Paid Woodlands Paid Program 11 FOX Paid Joel Osteen Fox News Sunday FOX NFL Sunday (N) Football Philadelphia Eagles at New York Giants. (N) Å 13 MyNet Paid Program Black Knight ›› (2001) 18 KSCI Paid Program Church Faith Paid Program 22 KWHY Como Local Jesucristo Local Local Gebel Local Local Local Local Transfor. Transfor. 24 KVCR Painting Dewberry Joy of Paint Wyland’s Paint This Painting Kitchen Mexico Cooking Chefs Life Simply Ming Ciao Italia 28 KCET Raggs Play. Space Travel-Kids Biz Kid$ News Asia Biz Ed Slott’s Retirement Rescue for 2014! (TVG) Å BrainChange-Perlmutter 30 ION Jeremiah Youssef In Touch Hour Of Power Paid Program 34 KMEX Paid Program Al Punto (N) República Deportiva (TVG) 40 KTBN Walk in the Win Walk Prince Redemption Liberate In Touch PowerPoint It Is Written B. Conley Super Christ Jesse 46 KFTR Tu Dia Tu Dia Happy Feet ››› (2006) Elijah Wood. -
Activist Critical Making in Electronic Literature
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2019 Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature Laura Okkema University of Central Florida Part of the Digital Humanities Commons, and the Game Design Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Okkema, Laura, "Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature" (2019). Electronic Theses and Dissertations, 2004-2019. 6361. https://stars.library.ucf.edu/etd/6361 HEARING THE VOICES OF THE DESERTERS: ACTIVIST CRITICAL MAKING IN ELECTRONIC LITERATURE by LAURA OKKEMA M.Sc. Michigan Technological University, 2014 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Arts and Humanities in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Spring Term 2019 Major Professor: Anastasia Salter © 2019 Laura Okkema ii ABSTRACT Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. -
Ransomware Strike Takes Down 23 Texas Local Government Agencies
1/8/2020.... ....Ransomware strike takes. down.. 23. Texas local government. .agencies.. | Ars Technica .... SUBSCRIBE SIGN IN CAME AND TOOK IT — Ransomware strike takes down 23 Texas local government agencies Data rustlers hit Texas local agencies in a coordinated ransomware strike. SEAN GALLAGHER - 8/19/2019, 12:18 PM https://arstechnica.com/information-technology/2019/08/ransomware-strike-takes-down-23-texas-local-government-agencies/ 1/7 1/8/2020 Ransomware strike takes down 23 Texas local government agencies | Ars Technica Getty Images Enlarge / They did. Early on August 16, a total of 23 local government organizations in Texas were hit by a coordinated ransomware attack. The type of ransomware has not been revealed, and Texas officials asserted that no state networks were compromised in the attack. A spokesman for the Texas Department of Information Resources (TDIR) told Ars that authorities are not ready to reveal the names of the entities affected, nor other details of the attack. State and federal agencies are in the midst of a response, and TDIR did not have information on whether any of the affected governmental organizations had chosen to pay the ransom. https://arstechnica.com/information-technology/2019/08/ransomware-strike-takes-down-23-texas-local-government-agencies/ 2/7 1/8/2020 Ransomware strike takes down 23 Texas local government agencies | Ars Technica Join Ars Technica and Get Our Best Tech Stories DELIVERED STRAIGHT TO YOUR INBOX. Email address SIGN ME UP Will be used in accordance with our Privacy Policy But the TDIR did reveal that the ransomware came from a single source. -
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium Dissertation Presented in partial fulfillment of the requirement for the Degree Doctor of Philosophy in the Graduate School of Ohio State University Alexandra Mary Jenkins, M.A. Graduate Program in English The Ohio State University 2014 Dissertation Committee: Jared Gardner, Advisor Sean O’Sullivan Robyn Warhol Copyright by Alexandra Mary Jenkins 2014 Abstract Feminist activism in the United States and Europe during the 1960s and 1970s harnessed radical social thought and used innovative expressive forms in order to disrupt the “grand perspective” espoused by men in every field (Adorno 206). Feminist student activists often put their own female bodies on display to disrupt the disembodied “objective” thinking that still seemed to dominate the academy. The philosopher Theodor Adorno responded to one such action, the “bared breasts incident,” carried out by his radical students in Germany in 1969, in an essay, “Marginalia to Theory and Praxis.” In that essay, he defends himself against the students’ claim that he proved his lack of relevance to contemporary students when he failed to respond to the spectacle of their liberated bodies. He acknowledged that the protest movements seemed to offer thoughtful people a way “out of their self-isolation,” but ultimately, to replace philosophy with bodily spectacle would mean to miss the “infinitely progressive aspect of the separation of theory and praxis” (259, 266). Lisa Yun Lee argues that this separation continues to animate contemporary feminist debates, and that it is worth returning to Adorno’s reasoning, if we wish to understand women’s particular modes of theoretical ii insight in conversation with “grand perspectives” on cultural theory in the twenty-first century. -
Blog Title Blog URL Blog Owner Blog Category Technorati Rank
Technorati Bloglines BlogPulse Wikio SEOmoz’s Blog Title Blog URL Blog Owner Blog Category Rank Rank Rank Rank Trifecta Blog Score Engadget http://www.engadget.com Time Warner Inc. Technology/Gadgets 4 3 6 2 78 19.23 Boing Boing http://www.boingboing.net Happy Mutants LLC Technology/Marketing 5 6 15 4 89 33.71 TechCrunch http://www.techcrunch.com TechCrunch Inc. Technology/News 2 27 2 1 76 42.11 Lifehacker http://lifehacker.com Gawker Media Technology/Gadgets 6 21 9 7 78 55.13 Official Google Blog http://googleblog.blogspot.com Google Inc. Technology/Corporate 14 10 3 38 94 69.15 Gizmodo http://www.gizmodo.com/ Gawker Media Technology/News 3 79 4 3 65 136.92 ReadWriteWeb http://www.readwriteweb.com RWW Network Technology/Marketing 9 56 21 5 64 142.19 Mashable http://mashable.com Mashable Inc. Technology/Marketing 10 65 36 6 73 160.27 Daily Kos http://dailykos.com/ Kos Media, LLC Politics 12 59 8 24 63 163.49 NYTimes: The Caucus http://thecaucus.blogs.nytimes.com The New York Times Company Politics 27 >100 31 8 93 179.57 Kotaku http://kotaku.com Gawker Media Technology/Video Games 19 >100 19 28 77 216.88 Smashing Magazine http://www.smashingmagazine.com Smashing Magazine Technology/Web Production 11 >100 40 18 60 283.33 Seth Godin's Blog http://sethgodin.typepad.com Seth Godin Technology/Marketing 15 68 >100 29 75 284 Gawker http://www.gawker.com/ Gawker Media Entertainment News 16 >100 >100 15 81 287.65 Crooks and Liars http://www.crooksandliars.com John Amato Politics 49 >100 33 22 67 305.97 TMZ http://www.tmz.com Time Warner Inc. -
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. -
The Dark Enlightenment
The Dark Enlightenment Nick Land Part 1: Neo-reactionaries head for the exit March 2, 2012 Enlightenment is not only a state, but an event, and a process. As the designation for an historical episode, concentrated in northern Europe during the 18th century, it is a leading candidate for the ‘true name’ of modernity, capturing its origin and essence (‘Renaissance’ and ‘Industrial Revolution’ are others). Between ‘enlightenment’ and ‘progressive enlightenment’ there is only an elusive difference, because illumination takes time – and feeds on itself, because enlightenment is self-confirming, its revelations ‘self-evident’, and because a retrograde, or reactionary, ‘dark enlightenment’ amounts almost to intrinsic contradiction. To become enlightened, in this historical sense, is to recognize, and then to pursue, a guiding light. There were ages of darkness, and then enlightenment came. Clearly, advance has demonstrated itself, offering not only improvement, but also a model. Furthermore, unlike a renaissance, there is no need for an enlightenment to recall what was lost, or to emphasize the attractions of return. The elementary acknowledgement of enlightenment is already Whig history in miniature. Once certain enlightened truths have been found self-evident, there can be no turning back, and conservatism is pre-emptively condemned – predestined — to paradox. F. A. Hayek, who refused to describe himself as a conservative, famously settled instead upon the term ‘Old Whig’, which – like ‘classical liberal’ (or the still more melancholy ‘remnant’) – accepts that progress isn’t what it used to be. What could an Old Whig be, if not a reactionary progressive? And what on earth is that? Of course, plenty of people already think they know what reactionary modernism looks like, and amidst the current collapse back into the 1930s their concerns are only likely to grow. -
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.