Journal Article |
Far-right conspiracy groups on fringe platforms: A longitudinal analysis of radicalization dynamics on Telegram
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Societal crises, such as the COVID-19 pandemic, produce societal instability and create a fertile ground for radicalization. Extremists exploit such crises by distributing disinformation to amplify uncertainty and distrust among the public. Based on these developments, this study presents a longitudinal analysis of far-right communication on fringe platforms, demonstrating radicalization dynamics. Public Telegram communication of three movements active in Germany (QAnon, Identitarian Movement, Querdenken) was analyzed through a quantitative content analysis of 4500 messages posted to nine channels between March 2020 and February 2021. We study the movements’ discourse using several indicators of radicalization dynamics. The increasing prevalence of conspiracy narratives, anti-elitism, political activism, and support for violence indicate radicalization dynamics in these movements’ online communication. However, these dynamics varied within the movements. It can be concluded that, when studying radicalization dynamics online, it is crucial to not just focus on one single indicator, but consider longitudinal changes across several indicators, ideally comparing different movements.
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2022 |
Schulze, H., Hohner, J., Greipl, S., Girgnhuber, M., Desta, I. and Rieger, D. |
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Journal Article |
Too civil to care? How online hate speech against different social groups affects bystander intervention
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A large share of online users has already witnessed online hate speech. Because targets tend to interpret such bystanders’ lack of reaction as agreement with the hate speech, bystander intervention in online hate speech is crucial as it can help alleviate negative consequences. Despite evidence regarding online bystander intervention, however, whether bystanders evaluate online hate speech targeting different social groups as equally uncivil and, thereby, equally worthy of intervention remains largely unclear. Thus, we conducted an online experiment systematically varying the type of online hate speech as homophobia, racism, and misogyny. The results demonstrate that, although all three forms were perceived as uncivil, homophobic hate speech was perceived to be less uncivil than hate speech against women. Consequently, misogynist hate speech, compared to homophobic hate speech, increased feelings of personal responsibility and, in turn, boosted willingness to confront.
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2023 |
Obermaier, M., Schmid, U.K. and Rieger, D. |
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Journal Article |
How social media users perceive different forms of online hate speech: A qualitative multi-method study
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Although many social media users have reported encountering hate speech, differences in the perception between different users remain unclear. Using a qualitative multi-method approach, we investigated how personal characteristics, the presentation form, and content-related characteristics influence social media users’ perceptions of hate speech, which we differentiated as first-level (i.e. recognizing hate speech) and second-level perceptions (i.e. attitude toward it). To that end, we first observed 23 German-speaking social media users as they scrolled through a fictitious social media feed featuring hate speech. Next, we conducted remote self-confrontation interviews to discuss the content and semi-structured interviews involving interactive tasks. Although it became apparent that perceptions are highly individual, some overarching tendencies emerged. The results suggest that the perception of and indignation toward hate speech decreases as social media use increases. Moreover, direct and prosecutable hate speech is perceived as being particularly negative, especially in visual presentation form.
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2022 |
Schmid, U.K., Kümpel, A.S. and Rieger, D. |
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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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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
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