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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. -
Progressive Massachusetts 2020 Congressional Endorsement Questionnaire
PROGRESSIVE MASSACHUSETTS 2020 CONGRESSIONAL ENDORSEMENT QUESTIONNAIRE Candidate: Brianna Wu Office Sought: US House Representative, MA-08 Party: Democratic Website: www.briannawuforcongress.com Twitter: @BriannaWu Facebook: Facebook.com/developerbriannawu/ Email questions to [email protected]. CONFIDENTIAL SECTION 2 I. About You 1. Why are you running for office? And what will your top 3 priority pieces of legislation if elected? BW: After the election of Donald Trump, I realized I could not simply hope for a future course correction. I had to step up and do all I could to make sure it happened. Trump's election was a turning point in our society. Racism, discrimination, and the suppression of human rights seemed to become legitimized. Then, I started to look to my own congressman for leadership. I found that my congressman and my opponent, Rep. Stephen Lynch, first ran for the Massachusetts state legislature because he wanted to keep the LGBTQ community out of the Boston St. Patrick's Day parade. He promoted a ""gay panic"" legal defense for hate crimes. He voted for the Iraq War and against Obamacare. And, to say he has flip-flopped on choice would be generous. To me, his record is unacceptable and out-of-touch with Democratic values. I am running for this office because the status-quo is simply not working. We are running out of time to address the existential threats to our country and our world. We need universal healthcare, a Green New Deal, tuition-free public college, comprehensive immigration reform, universal gun safety, money out of politics, and a guarantee of LGBTQ and women's rights. -
Sociotechnical Security As an Analytic Framework
Entanglements and Exploits: Sociotechnical Security as an Analytic Framework Data & Society Research Institute Columbia University Matt Goerzen, Elizabeth Anne Watkins, Open Technology Fund Research Fellow Gabrielle Lim, Abstract Unfortunately, platform-linked violence like the incidents in The rise of social media platforms has produced novel Christchurch and San Diego are not uncommon and are security threats and vulnerabilities. Malicious actors can unlikely to subside in the near future. Other forms of now exploit entanglements of once disparate technical and problematic and potentially dangerous content also social systems to target exposed communities. These proliferate. False and misleading content distributed on exploits pose a challenge to legacy security frameworks Whatsapp in India led to the murders of over two dozen drawn from technical and state-based conceptions of people in 2018 (Goel et al., 2018). The genocide of the referent objects and bounded information systems. In this Rohyinga in Myanmar was partially incited by the military paper we propose a new framework of analysis to meet this through disinformation and false accounts on Facebook challenge, Sociotechnical Security (STsec), which (Mozur, 2018). Facebook usage may also correlate with acknowledges how the interplay between actors produces higher rates of anti-refugee attacks in Germany (Müller and emergent threats to participant communities. This Schwarz 2018). Meanwhile, targeted harassment has been exploratory paper offers an overview of sociotechnical linked to self-censorship and a chilling effect on systems, explains why these threats and vulnerabilities internet-based communications (UN Office of the High require us to expand our understanding of security with Commissioner, 2017). Amnesty International in 2018, for regards to participatory technology, and how sociotechnical example, declared Twitter trolling of women a human rights security can be operationalized as a framework for analysis. -
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. -
Robux Gift Card Free
ROBUX GIFT CARD FREE how do you get free robux on roblox mobihack net roblox hack The site has been called "worthless" by users such as Brianna Wu, an independent games programmer and activist. She was also specifically referencing the site's lack of any kind of real economy.[10] There have been multiple instances where money and donations were sent to ROBLOX asking for some kind of update on a game which never came to life. She has asked for the company to be more transparent in regards to this situation and stated that she will not give them any more money until they actually deliver something. free roblox accounts with robux that work not banned There are lots of resources where you can find Roblox promo codes and there are also a lot of hacks to help you get free robux. You can find Roblox promo codes in different forums and cheat sites as well. If you do choose to try out the hacks, remember that those websites can be prone to attacks and they might expose your security details which could result in your account being deleted. free robux generator no human verification 2021 In my opinion, the best and most legitimate way to get free roblox robux is to make your own. This can be time-consuming, but you can do everything yourself and make sure that you are not running into any problems. It will take a lot of time to figure out the design and layout of the webpage, but once it is completed you should easily be able to get a lot of traffic from search engines like Google. -
Chronic'art Interviewed Me for the Supplementary Web Portion of Their Review of Capcom's 2005 Release Killer7
The French cultural magazine Chronic'art interviewed me for the supplementary web portion of their review of Capcom's 2005 release Killer7. The reviewer (Cyril Lener) and I had corresponded for a while after he had contacted me regarding my Plot Analysis document. Cyril presented the interview questions in English. I answered in English, and he subsequently translated my answers into French for its actual publication. You may access the published French version here: Chronic'art : Le Mag. You may access Cyril's review of Killer7 (also in French) here: Chronic'art : Cyber - Jeux Some of my opinions stated in the interview have changed as time has passed, of course. However, I still hold many of the opinions therein stated. For the benefit of English readers, I present my English language answers on this web page. Chronic'art : What did make you want to analyse Killer7 in the first place? Did you analyse other games or other pieces of work (movie, music, painting, etc . ) before? James Clinton Howell : As everyone else was, I think, I was very confused by the ending of Killer7. Most people were concerned about what happened in the game's story. My confusion was different, though. I was very affected, emotionally, by a particular scene in the game that involves the complete annihilation of a man's family. I had to take a break from the game, because of how stressful that scene was. As I took a break from it, I thought about whether or not I would continue playing. I did not want to play a game that introduced me to emotionally stressful scenes, if that emotional stress was not redeemed somehow. -
Spilling Hot Coffee? Grand Theft Auto As Contested Cultural Product
Aphra Kerr/IGTA book/2006 Spilling Hot Coffee? Grand Theft Auto as contested cultural product Dr. Aphra Kerr National University of Ireland Maynooth, Maynooth, Co. Kildare, Ireland. [email protected] Grand Theft Auto (GTA) games are highly successful, in terms of sales, and their content is part of an explicit business strategy which aims to exploit the latest technologies and platforms to develop content aimed at adult game players in certain markets. By all accounts this has been a highly successful strategy with the GTA franchise selling more than 30 million units across platforms by 2004, even before Grand Theft Auto: San Andreas (GTA SA) was launched in late 2004 (Take Two Interactive 2004). The latter was the top selling console game in the USA and in the top ten in the UK in 2005. At the same time the GTA series are arguably the most maligned of game products in many markets attracting much negative commentary and numerous legal actions in the USA. This chapter argues that the GTA case demonstrates a key tension within the cultural industries between the need to maximise sales globally and the need to conform to, or be seen to conform to, local distribution, social and moral systems. At the same time the story demonstrates that despite the widespread rhetoric of free trade and the dismantling of state sanctioned censorship systems in the USA, most parts of Europe and Australia, the censorship of cultural products continues and is perhaps a less overt, but nonetheless, highly political, socially negotiated and nationally specific process. GTA games are produced by a network of companies in the UK and in the USA. -
Die Coca-Cola-Blacklist: Dies Darf Nicht Auf Coca-Cola-Flaschen Geschrieben Werden 1
Die Coca-Cola-Blacklist: Dies darf nicht auf Coca-Cola-Flaschen geschrieben werden 1 „Group 0“: µ barthoisgay boner chink abart bartke boning chowbox abfall battlefield boob chubby abfluss bbw boody cialis abfluß bdolfbitler booger circlejerk abort beast booty climax abschaum beatthe bordell clit abscheu beefcattle bourbon cloake abwasser behindies brackwasser closetqueen abwichs bellywhacker brainfuk clubcola adult berber brainjuicer clubmate aersche bestial bratze cocaln affe biatch brauchwasser cock affegsicht biatsch breasts cocks afri bigboobs brecheisen coitus after bigfat brechmittel cojones ahole bigtits bremsspur cokaine ahrschloch bigtitts browntown cokamurat aktmodel binde brueste cokmuncher altepute bionade brust coksucka amaretto bitch brutal coprophagie anahl blacklist buceta copulation anai blackwallstreet buffoon cornhole anarchi blaehen bugger covered anarl blaehung buggery cox angerfist blaeser bukkake cptmorgan animal blähung bull crap anthrax blasehase bulldager crapper antidfb blasen bullen cretin antrax blasmaeuler bullshit crossdresser apecrime blasmaul bumbandit crossdressing areschloch blechschlüpfer bumhole cuckold arsch bleichmittel bumse cum arsebandit blockhead bunghole cumm arzchloch blödfrau busen cumshot asbach blödk bushboogie cunilingus aschevonoma blödmann butt cunillingus ausfluss blödvolk buttface cunnilingus ausfluß bloody butthole cunt ausscheidung blowjob buttmuch cuntlick auswurf blowjob buttpirate cunts autobahn blowyourwad buttplug cyberfuc ayir bluemovie butts dalailama azzlicka blumkin cacker -
Catullus and Roman Dramatic Literature Christopher Brian Polt a Dissertation Submitted to the Faculty of the University of North
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Carolina Digital Repository Catullus and Roman Dramatic Literature Christopher Brian Polt A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Classics. Chapel Hill 2010 Approved by, James J. O‟Hara Sharon L. James Werner Riess Robert G. Babcock Mario Erasmo © 2010 Christopher Brian Polt ALL RIGHTS RESERVED ii ABSTRACT Christopher Brian Polt: Catullus and Roman Dramatic Literature (Under the direction of James J. O‟Hara) This dissertation examines how Roman drama, and Roman Comedy in particular, informs the poetry of Catullus. It argues that Latin drama continued to play a significant role in Roman thought and literature after the second century BCE and offered a shared cultural vocabulary through which authors could communicate private ideas about love, friendship, and rivalry. It argues that many of Catullus‟s poems contain meaningful intertextual allusions to Roman Comedy whose presence contributes additional layers of complexity to his work. It also argues that reading Catullus with an eye towards theatricality and performativity reveals new ways in which his poetry can be understood, from both ancient and modern perspectives. Chapter One outlines evidence for ongoing interest in the Roman stage in the first century BCE, including scholarly and antiquarian study, large scale public performance, and private entertainment at aristocratic dinner parties and literary recitations. Chapter Two examines Catullus‟s engagement with Plautus and Terence in his erotic epigrams and argues that the Catullan speaker consistently invokes the figure of the young lover from Roman Comedy. -
Revisiting Video Game Ratings: Shift from Content-Centric to Parent-Centric Approach
DOI: 10.1051/ shsconf/20173300065 SHS Web of Conferences 33, 00065 (2017) i-COME'16 Revisiting video game ratings: Shift from content-centric to parent-centric approach Hee Jhee Jiow1,* , Rayvinder Athwal, Ling Ling Chew1, Muhammad Helmi Elias1, Nina Lim1, Kenneth Woo1 1Singapore Institute of Technology, 10 Dover Drive, Singapore 138683, Singapore Abstract. The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR) information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift. 1 Introduction The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption [1]. To which parents rely on video games ratings (VGR) for information to support their mediation efforts [2]. Yet, there are many difficulties associated with such practice. This paper will highlight the challenges associated with current VGRs and argues for a shift from content-centric VGR approach to a parent-centric approach.