Journal Article |
Memes, humor, and the far right’s strategic mainstreaming
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The far right is increasingly relying on visual and less extreme online communication, for instance by using memes, to strategically mainstream their ideology. The use of humor in particular renders their communication more relatable to a mainstream audience. However, little is known about the actual impacts of the different content characteristics they employ to become more appealing, in particular on less moderated platforms that function as safe online spaces for extremist ideology and contents. To fill this gap, we conducted a manual quantitative content analysis of 1,200 memes distributed within German-language far-right Telegram channels in 2020 and 2021, concentrating on humor and several content-related factors to analyze their impact on meme reach. The results demonstrate that memes with extreme far-right narratives and memes with humor received fewer views than others, but that memes with both far-right narratives and humor had a significantly increased reach. The findings highlight the mainstreaming potential of humor, particularly when used to mask extreme content that would otherwise be less appealing.
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2024 |
Schmid, U.K., Schulze, H. and Drexel, A. |
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VOX-Pol Blog |
Borderline Content Online
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2024 |
Schulze, H., Naderer, B. and Rieger, D. |
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Publisher
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VOX-Pol Blog |
Unmasking the Dark Side of Humour: Far-Right Strategic Mainstreaming in Memes
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2024 |
Schmid, U., Schulze, H. and Drexel, A. |
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Video |
VOX-Pol Workshop: Borderline Online Content
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VOX-Pol is pleased to share the latest online workshop on “Borderline Online Content” which took place in June 2024. The workshop is hosted by Brigitte Naderer, Senior Researcher at the Medical University of Vienna, Heidi Schulze Research Associate at LMU Munich, and Diana Rieger, Professor at LMU Munich. The presenters will speak on topics around borderline, ‘hard to regulate’, content in the following four talks:
Heidi Schulze & Simon Greipl “A Little Less Hate, But a Lot More Harm – Fear Speech as Strategic Borderline Communication”
Hannah Rose: “Hybridised Online Hate and Extremism in the Israel/Gaza Conflict”
Ursula Schmid “Legitimizing hostility through humor: Perceptions and effects of humorous hate speech on social media”
Broderick McDonald “Lawful but Awful: Borderline Content and Human Rights”
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2024 |
Naderer, B., Schulze, H. and Rieger, D. |
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Journal |
Tracking down the Candy Crush Terrorist: the fragile relation between gaming motives and radical attitudes
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The gaming ecosystem is increasingly observed with the concern that it could pose a threat to public safety, and research accumulates evidence for blatant extremism in the surrounding online space of games. Currently, a connection between gaming and extremism can be established through identity related processes, e.g., gaming-related radicalization elements, distal to gaming itself, such as gaming communities and culture. However, this also raises the question of what the precise function of proximal gaming factors, such as gameplay, mechanics, stories, or game-play motivations, is in the relationship between gaming and extremism. This article aims to shed light on the relation of gaming and extremism by identifying individual profiles of videogame playing based on gameplay motivations and linking them to indications of radical attitudes (here: xenophobia and violence acceptance) as well as conspiracy beliefs that can be associated with extremist beliefs. Further, we include marginalization and anomie as mediators to gain comparative and fine-grained information about the sole impact of gaming motives on radical attitudes. Our findings indicate that while few motivational profiles exhibit weak yet direct connections to radical attitudes, others display the opposite pattern, suggesting a more complex relationship. Marginalization and anomie strongly predict most radical outcome variables and mediate the relationship in most cases, however sometimes negatively. We only found one complex motivational profile that substantially leans toward late-stage radical attitudes, while for instance, dominant social motives clearly inhibit radical outcomes. The current study thus deflates any straightforward perspective on the becoming of a ‘radical gamer’.
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2025 |
Greipl, S., Lechner, M., Fischer, J., Schulze, H., Hohner, J. and Rieger, D. |
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Publisher
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Journal Article |
Tracking down the Candy Crush Terrorist: the fragile relation between gaming motives and radical attitudes
View Abstract
The gaming ecosystem is increasingly observed with the concern that it could pose a threat to public safety, and research accumulates evidence for blatant extremism in the surrounding online space of games. Currently, a connection between gaming and extremism can be established through identity related processes, e.g., gaming-related radicalization elements, distal to gaming itself, such as gaming communities and culture. However, this also raises the question of what the precise function of proximal gaming factors, such as gameplay, mechanics, stories, or game-play motivations, is in the relationship between gaming and extremism. This article aims to shed light on the relation of gaming and extremism by identifying individual profiles of videogame playing based on gameplay motivations and linking them to indications of radical attitudes (here: xenophobia and violence acceptance) as well as conspiracy beliefs that can be associated with extremist beliefs. Further, we include marginalization and anomie as mediators to gain comparative and fine-grained information about the sole impact of gaming motives on radical attitudes. Our findings indicate that while few motivational profiles exhibit weak yet direct connections to radical attitudes, others display the opposite pattern, suggesting a more complex relationship. Marginalization and anomie strongly predict most radical outcome variables and mediate the relationship in most cases, however sometimes negatively. We only found one complex motivational profile that substantially leans toward late-stage radical attitudes, while for instance, dominant social motives clearly inhibit radical outcomes. The current study thus deflates any straightforward perspective on the becoming of a ‘radical gamer’.
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2025 |
Greipl, S, Lechner, M, Fischer, J, Schulze, H, Hohner, J, and Rieger, D. |
View
Publisher
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