Report |
Toxic Narratives: Monitoring Alternative-right Actors
View Abstract
Why do we use the term “toxic narrative”? The concept of “toxic communication” has been established in the English-speaking world since the 1960s. The term has also been borrowed in Germany to refer to linguistic behavior that has a negative influence on its environment. When we speak of toxic narratives, we are referring to accounts of the world that supply the pertinent “events” and interpretations for such communication.
It is necessary to process such narratives – decoding them, examining their core content and classifying them – in order to respond to them cogently and successfully. The present report is intended to make a contribution to this effort.
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2017 |
Baldauf, J., Dittrich, M., Hermann, M., Kollberg, B., Lüdecke, R. and Rathje, J. |
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Journal Article |
Toxic play: Examining the issue of hate within gaming
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This article examines the problem of hate and toxic behavior in gaming. Videogames have risen to become a dominant cultural form, seeing significant increases in players, playtime, and revenue. More people are playing games than ever before, broadening “gamers” into a highly diverse demographic. Yet this rise has been accompanied by a growing recognition of the racism, sexism, xenophobia, and other forms of harassment taking place on these platforms. Hate within gaming creates toxic communities and takes a toll particularly on marginalized groups, raising both ethical and financial issues for the industry, who seek to address this problem in multiple ways. This paper surveys and synthesizes recent research on the topic from both inside and outside academia, laying out the problem, its manifestations, key drivers, and current responses. It concludes with a research agenda that offers a foundation for researchers, policy-makers, and companies to build from.
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2023 |
Munn, L. |
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VOX-Pol Blog |
Tracing Transnational Linkages on Twitter: Mapping Indian Diaspora Supporters of Brexit and Trump
View Abstract
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2019 |
Leidig, E. |
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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. |
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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. |
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Publisher
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Report |
Tracking far-right extremist searches in Bosnia & Herzegovina
View Abstract
Between 20 March and 14 September 2020, Moonshot investigated online far-right extremist searches in Bosnia & Herzegovina by analysing at-risk audience engagement with far-right extremist themes.
Our results show a significant number of searches were for far-right extremist themes relating to the region’s history of ethnic conflict, as well searches for international far-right memes and narratives. Interestingly, we found that at-risk users primarily search for and engage with far-right extremist terms in the English language, seeking out terms which have their roots in the region but are now used internationally, such as ‘Serbia Strong’ and ‘Remove Kebab’.
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2020 |
Moonshot CVE |
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