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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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Increasing knowledge about cognitive biases: An evaluation study of a radicalization prevention campaign targeted at European adolescents and young adults
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Confrontation with radical online content has been empirically linked to the facilitation of radicalization processes. Therefore, building a presence of information about potential prevention of radicalization through an online campaign may be particularly relevant to limit the activities and appeals of radical actors. In this study, we thus examine the effectiveness of campaign material focused on cognitive biases (i.e., when people’s cognitive processes of information are systematically distorted). We test the success of the campaign material with respect to three campaign objectives: Building (1) knowledge about biases, (2) confidence to recognize biases, and (3) awareness and relevance of the issue. We conducted an online-experiment with adolescents (N = 223) comparing a control group (no exposure to the campaign material) to (A) a group that watched the developed campaign videos and (B) a group that watched the videos and took a self-assessment quiz. This comparison aims at testing how different levels of interactivity affect the three campaign objectives. The results suggest that the campaign materials increased knowledge about cognitive biases, but did not affect adolescents’ confidence in recognizing biases and the perceived relevance of learning about biases.
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2023 |
Naderer, B., Rieger, D., Schulze, H. and Rothut, S. |
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Mapping a Dark Space: Challenges in Sampling and Classifying Non-Institutionalized Actors on Telegram
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Crafted as an open communication platform characterized by high anonymity and minimal moderation, Telegram has garnered increasing popularity among activists operating within repressive political contexts, as well as among political extremists and conspiracy theorists. While Telegram offers valuable data access to research non-institutionalized activism, scholars studying the latter on Telegram face unique theoretical and methodological challenges in systematically defining, selecting, sampling, and classifying relevant actors and content. This literature review addresses these issues by considering a wide range of recent research. In particular, it discusses the methodological challenges of sampling and classifying heterogeneous groups of (often non-institutionalized) actors. Drawing on social movement research, we first identify challenges specific to the characteristics of non-institutionalized actors and how they become interlaced with Telegram’s platform infrastructure and requirements. We then discuss strategies from previous Telegram research for the identification and sampling of a study population through multistage sampling procedures and the classification of actors. Finally, we derive challenges and potential strategies for future research and discuss ethical challenges.
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2023 |
Jost, P., Heft, A., Buehling, K., Zehring, M., Schulze, H., Bitzmann, H. and Domahidi, E. |
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From solidarity to blame game: A computational approach to comparing far-right and general public Twitter discourse in the aftermath of the Hanau terror attack
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Terror attacks are followed by public shock and disorientation. Previous research has found that people use social media to collectively negotiate responses, interpretations, and sense-making in the aftermath of terror attacks. However, the role of ideologically motivated discussions and their relevance to the overall discourse have not been studied. This paper ad-dresses this gap and focuses specifically on the far-right discourse, comparing it to the general public Twitter discourse following the terror attack in Hanau in 2020. A multi-method ap-proach combines network analysis and structural topic modelling to analyse 237,000 tweets. We find responsibility attribution to be one of the central themes: The general discourse pri-marily voiced sympathy with the victims and attributed responsibility for the attack to far-right terror or activism. In contrast, the far right – in an attempt to reshape the general narra-tive – raised a plethora of arguments to shift the attribution of responsibility from far-right activism towards the (political) elite and the personal circumstances of the shooter. In terms of information sharing and seeking, we demonstrate that new information was contextualised differentially depending on the ideological stance. The results are situated in the scientific dis-course concerning differences in social media communication ensuing terrorist attacks.
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2022 |
Hohner, J., Schulze, H., Greipl, S. and Rieger, D. |
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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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