Journal Article |
The Response of, and on, Twitter to the Release of Dabiq Issue 15
View Abstract
The so-called Islamic State (IS) has a sophisticated media strategy (Winter 2017), an important part of which has been its English-language online magazine Dabiq. Launched in July 2014, a total of fifteen issues of Dabiq in the two years that followed. These issues were disseminated in a variety of ways, including archive sites (Bodo and Speckhard 2017), web forums and file-sharing networks (Gambhir 2016), the dark web (Stacey 2017), and even via an attempt to sell the freely available magazines for profit through the online retailer Amazon (Masi 2015). One of the most important forums for dissemination, however, was the social media platform Twitter (Bodo and Speckhard 2017; Gambhir 2016; Cunningham, Everton and Schroeder 2015; Shaheen 2015). Released in July 2016, the theme of Dabiq issue 15 was ‘Break the Cross’. After referring to a number of attacks that had occurred in the preceding weeks, the issue’s foreword called on ‘pagan Christians’, ‘liberalist secularists’ and ‘sceptical atheists’ to ‘recognize their Creator and submit to Him’. In addition to regular features, including ‘Among the believers are men’ and ‘In the words of the enemy’ (which, in this issue’ focussed on Pope Francis), and advertisements for other IS media, issue 15 contained an 18 page feature article, also titled ‘Break the Cross’. Arguing that the Bible does not display the three hallmarks of a true divine text, the article discusses the doctrine of the Trinity, whether Jesus was crucified, and whether Paul’s New Testament teachings are authentic (repeatedly stating that Paul was a known liar). It then seeks to establish the authenticity of the Prophet Muhammad, before asking Christians rhetorically: ‘O People of the Scripture, follow the truth from your Lord, whom you claim to love. Would you follow your parents and ancestors if you knew they were walking into a fire?’ and concluding ‘Know well that our fight will continue until you are defeated and submit to the rule of your Creator, or until we achieve martyrdom. Allah has made our mission to wage war against disbelief until it ceases to exist, as he has ordered us to kill all pagans wherever they are found’. Drawing on an original dataset, in this article we examine the response to the release of Dabiq issue 15 on Twitter. We examine the response in two respects: first, the response from Twitter itself, in terms of suspension activity; and, second, the response from other users, in terms of their engagement with posts disseminating the new issue. Before presenting our findings, we begin by offering an overview of our methodology.
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2017 |
Grinnell, D., Macdonald, S., and Mair, D. |
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Report |
Who Dissemnates Rumiyah? Examining the Relative Influence of Sympathiser and Non-Sympathiser Twitter Users
View Abstract
This paper was presented at the 2nd European Counter Terrorism Centre (ECTC) Advisory Group conference, 17-18 April 2018, at Europol Headquarters, The Hague. The views expressed are the authors’ own and do not necessarily represent those of Europol.
In a speech delivered at the United Nations General Assembly in September 2017, the U.K. Prime Minister Theresa May called on social media companies to do more to remove and block terrorist content from their platforms [1]. In the speech she stated that the average lifespan of online propaganda from the so-called Islamic State (IS) was 36 hours. For such content to be disrupted effectively, she claimed that this figure needed to be reduced to one to two hours. This has since come to be known as the ‘golden window’: if terrorist material can be detected and removed within one to two hours, its spread will be prevented.
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2018 |
Grinnell D., Macdonald S., Mair D. & Lorenzo-Dus N. |
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Journal Article |
New school speech regulation as a regulatory strategy against hate speech on social media: The case of Germany’s NetzDG
View Abstract
A review of relevant empirical literature shows that many features of social media platforms actively promote or encourage hate speech. Key factors include algorithmic recommendations, which frequently promote hateful ideologies; social affordances which let users encourage or disseminate hate speech by others; anonymous, impersonal environments; and the absence of media ‘gatekeepers’. In mandating faster content deletion, NetzDG only addresses the last of these, ignoring other relevant factors. Moreover, reliance on individual user complaints to trigger platforms’ obligations means hate speech will often escape deletion. Interviews with relevant civil society organisations confirm these flaws of the NetzDG model. From their perspectives, NetzDG has had little impact on the prevalence or visibility of online hate speech, and its reporting mechanisms fail to help affected communities.
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2022 |
Griffin, R. |
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Journal Article |
Abu Musab al-Suri Goes Online: Conditions for the Success of Jihadist Online Strategies
View Abstract
This paper utilizes Social Movement Theory to analyze the online strategies of al-Qaeda and
the Islamic State. Applying Social Movement Theory, this paper argues that the relative online successes
of each group can be explained through this theory of radicalization through social engagement. This paper
looks at the writings of al-Qaeda strategist, Abu Musab al-Suri, who envisioned use of the internet
for social engagement, as it considers the implications of a likely increase in jihadist use of the internet.
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2018 |
Gresser, M. S. |
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Journal |
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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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. |
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