Moderating Online Extremism on Fringe and Mainstream Platforms
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Do You Know Your Instagram from Your Tiktok, Twitter Or Tumblr?
Do you know your Instagram from your TikTok, Twitter or Tumblr? If not, we have created some basic Instagram tutorials on YouTube (see links be- low) to get your club onto Instagram and posting in no time! Why Instagram? • Great engagement with younger age group ie. 13-17 y/o compared to Face- book • Easy to post – take photos and videos on rally days, competitions and camps, or re-post your members photos. Some tips for using Instagram • Engagement is more important than followers - remember, it’s not a compe- tition! Instagram is a really great tool to keep connected with your younger members, and also reach potential new members • Having a business account will allow you to see your engagements, profile visits, audience demographics, and also when your audience is online the most (to help you to determine the best time to post) • Remember to adhere to the Pony Club NSW Social Media Policy, which can be found here. A good rule is if you are questioning whether it is appro- priate to post, it probably isn’t! • All Instagram users must be at least 13 years or older to have their own ac- count. • Don’t share photos posted on members pages without asking them for per- mission first, and make sure you credit them for use of their image. • Use a club email address to make your Instagram account, that way if the person looking after the account moves on from the club, the login details can be passed onto the new person responsible (succession planning). Instagram vs Facebook We have found at a state level, our Facebook followers are generally older than our Instagram followers, so we customise our approach depending on the plat- form. -
How to Find the Best Hashtags for Your Business Hashtags Are a Simple Way to Boost Your Traffic and Target Specific Online Communities
CHECKLIST How to find the best hashtags for your business Hashtags are a simple way to boost your traffic and target specific online communities. This checklist will show you everything you need to know— from the best research tools to tactics for each social media network. What is a hashtag? A hashtag is keyword or phrase (without spaces) that contains the # symbol. Marketers tend to use hashtags to either join a conversation around a particular topic (such as #veganhealthchat) or create a branded community (such as Herschel’s #WellTravelled). HOW TO FIND THE BEST HASHTAGS FOR YOUR BUSINESS 1 WAYS TO USE 3 HASHTAGS 1. Find a specific audience Need to reach lawyers interested in tech? Or music lovers chatting about their favorite stereo gear? Hashtags are a simple way to find and reach niche audiences. 2. Ride a trend From discovering soon-to-be viral videos to inspiring social movements, hashtags can quickly connect your brand to new customers. Use hashtags to discover trending cultural moments. 3. Track results It’s easy to monitor hashtags across multiple social channels. From live events to new brand campaigns, hashtags both boost engagement and simplify your reporting. HOW TO FIND THE BEST HASHTAGS FOR YOUR BUSINESS 2 HOW HASHTAGS WORK ON EACH SOCIAL NETWORK Twitter Hashtags are an essential way to categorize content on Twitter. Users will often follow and discover new brands via hashtags. Try to limit to two or three. Instagram Hashtags are used to build communities and help users find topics they care about. For example, the popular NYC designer Jessica Walsh hosts a weekly Q&A session tagged #jessicasamamondays. -
Download Download
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. -
Vincenzo Morabito
Vincenzo Morabito Trends and Challenges in Digital Business Innovation Trends and Challenges in Digital Business Innovation Vincenzo Morabito Trends and Challenges in Digital Business Innovation 123 Vincenzo Morabito Department of Management and Technology Bocconi University Milan Italy ISBN 978-3-319-04306-7 ISBN 978-3-319-04307-4 (eBook) DOI 10.1007/978-3-319-04307-4 Springer Cham Heidelberg New York Dordrecht London Library of Congress Control Number: 2013958136 Ó Springer International Publishing Switzerland 2014 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. -
Effectiveness of Dismantling Strategies on Moderated Vs. Unmoderated
www.nature.com/scientificreports OPEN Efectiveness of dismantling strategies on moderated vs. unmoderated online social platforms Oriol Artime1*, Valeria d’Andrea1, Riccardo Gallotti1, Pier Luigi Sacco2,3,4 & Manlio De Domenico 1 Online social networks are the perfect test bed to better understand large-scale human behavior in interacting contexts. Although they are broadly used and studied, little is known about how their terms of service and posting rules afect the way users interact and information spreads. Acknowledging the relation between network connectivity and functionality, we compare the robustness of two diferent online social platforms, Twitter and Gab, with respect to banning, or dismantling, strategies based on the recursive censor of users characterized by social prominence (degree) or intensity of infammatory content (sentiment). We fnd that the moderated (Twitter) vs. unmoderated (Gab) character of the network is not a discriminating factor for intervention efectiveness. We fnd, however, that more complex strategies based upon the combination of topological and content features may be efective for network dismantling. Our results provide useful indications to design better strategies for countervailing the production and dissemination of anti- social content in online social platforms. Online social networks provide a rich laboratory for the analysis of large-scale social interaction and of their social efects1–4. Tey facilitate the inclusive engagement of new actors by removing most barriers to participate in content-sharing platforms characteristic of the pre-digital era5. For this reason, they can be regarded as a social arena for public debate and opinion formation, with potentially positive efects on individual and collective empowerment6. -
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. -
Iclab: a Global, Longitudinal Internet Censorship Measurement Platform
ICLab: A Global, Longitudinal Internet Censorship Measurement Platform Arian Akhavan Niaki∗y Shinyoung Cho∗yz Zachary Weinberg∗x Nguyen Phong Hoangz Abbas Razaghpanahz Nicolas Christinx Phillipa Gilly yUniversity of Massachusetts, Amherst zStony Brook University xCarnegie Mellon University {arian, shicho, phillipa}@cs.umass.edu {shicho, nghoang, arazaghpanah}@cs.stonybrook.edu {zackw, nicolasc}@cmu.edu Abstract—Researchers have studied Internet censorship for remains elusive. We highlight three key challenges that must nearly as long as attempts to censor contents have taken place. be addressed to make progress in this space: Most studies have however been limited to a short period of time and/or a few countries; the few exceptions have traded off detail Challenge 1: Access to Vantage Points. With few ex- for breadth of coverage. Collecting enough data for a compre- ceptions,1 measuring Internet censorship requires access to hensive, global, longitudinal perspective remains challenging. “vantage point” hosts within the region of interest. In this work, we present ICLab, an Internet measurement The simplest way to obtain vantage points is to recruit platform specialized for censorship research. It achieves a new balance between breadth of coverage and detail of measurements, volunteers [37], [43], [73], [80]. Volunteers can run software by using commercial VPNs as vantage points distributed around that performs arbitrary network measurements from each the world. ICLab has been operated continuously since late vantage point, but recruiting more than a few volunteers per 2016. It can currently detect DNS manipulation and TCP packet country and retaining them for long periods is difficult. Further, injection, and overt “block pages” however they are delivered. -
“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.