Journal Article |
The Gift of Gab: A Netnographic Examination of the Community Building Mechanisms in Far-Right Online Space
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Major social media platforms have recently taken a more proactive stand against harmful far-right content and pandemic-related disinformation on their sites. However, these actions have catalysed the growth of fringe online social networks for participants seeking right-wing content, safe havens, and unhindered communication channels. To better understand these isolated systems of online activity and their success, the study on Gab Social examines the mechanisms used by the far right to form an alternative collective on fringe social media. My analysis showcases how these online communities are built by perpetuating meso-level identity-building narratives. By examining Gab’s emphasis on creating its lasting community base, the work offers an experiential examination of the different communication devices and multimedia within the platform through a netnographic and qualitative content analysis lens. The emergent findings and discussion detail the far right’s virtual community-building model, revolving around its sense of in-group superiority and the self-reinforcing mechanisms of collective. Not only does this have implications for understanding Gab’s communicative dynamics as an essential socialisation space and promoter of a unique meso-level character, but it also reflects the need for researchers to (re)emphasise identity, community, and collectives in far-right fringe spaces.
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2024 |
Collins, J. |
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Journal Article |
Deplatforming Norm-Violating Influencers on Social Media Reduces Overall Online Attention Toward Them
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From politicians to podcast hosts, online platforms have systematically banned (“deplatformed”) influential users for breaking platform guidelines. Previous inquiries on the effectiveness of this intervention are inconclusive because 1) they consider only few deplatforming events; 2) they consider only overt engagement traces (e.g., likes and posts) but not passive engagement (e.g., views); 3) they do not consider all the potential places users impacted by the deplatforming event might migrate to. We address these limitations in a longitudinal, quasi-experimental study of 165 deplatforming events targeted at 101 influencers. We collect deplatforming events from Reddit posts and then manually curate the data, ensuring the correctness of a large dataset of deplatforming events. Then, we link these events to Google Trends and Wikipedia page views, platform-agnostic measures of online attention that capture the general public’s interest in specific influencers. Through a difference-in-differences approach, we find that deplatforming reduces online attention toward influencers. After 12 months, we estimate that online attention toward deplatformed influencers is reduced by -63% (95% CI [-75%,-46%]) on Google and by -43% (95% CI [-57%,-24%]) on Wikipedia. Further, as we study over a hundred deplatforming events, we can analyze in which cases deplatforming is more or less impactful, revealing nuances about the intervention. Notably, we find that both permanent and temporary deplatforming reduce online attention toward influencers; Overall, this work contributes to the ongoing effort to map the effectiveness of content moderation interventions, driving platform governance away from speculation.
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2024 |
Ribeiro, M.H., Jhaver, S., Reignier-Tayar, M. and West, R. |
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Book |
Gaming and Extremism: The Radicalization of Digital Playgrounds
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Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the “gamification of extremism.” Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.
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2024 |
Schlegel, L. and Kowert, R. |
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Journal Article |
Testing a probabilistic model of desistance from online posting in a right-wing extremist forum: distinguishing between violent and non-violent users
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Little is known about online behaviours of violent extremists generally or differences compared to non-violent extremists who share ideological beliefs. Even less is known about desistance from posting behaviour. A sample of 99 violent and non-violent right-wing extremists to compare their online patterns of desistance within a sub-forum of the largest white supremacy web-forum was analysed. A probabilistic model of desistance was tested to determine the validity of criteria set for users reaching posting desistance. Findings indicated that the criteria predicted “true” desistance, with 5% misidentification. Each consecutive month without posting in the sub-forum resulted in a 7.6% increase in odds of posting desistance. There were no significant differences in effects for violent versus non-violent users, though statistical power was low.
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2024 |
Wojciechowski, T.W., Scrivens, R., Freilich, J.D., Chermak, S.M. and Frank, R. |
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Report |
30 Years of Trends in Terrorist and Extremist Games
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Violent extremist, terrorist, and targeted hate actors have been actively exploiting video games to propagandise, recruit and fundraise for more than 30 years. This report presents an analysis of that history using a unique dataset, the Extremist and Terrorist Games Database (ETGD), developed by the authors. It contains 155 reviewed entries of standalone games, modifications for existing games (mods) and browser‑based games dating from 1982 to 2024.
The titles analysed appear across the ideological spectrum: far right (101 titles), jihadist (24), far left (1) and other forms of extremism and targeted hate (29), including school‑massacre ideation (12). They span platforms ranging from simple standalone games for Atari in the 1980s to sophisticated mods for some of today’s most popular games. The number of titles has increased year on year – in line with global conflict and extremist ideological trends, and revealing a continued push by malicious actors to exploit gaming.
Far from being a comprehensive analysis of the ETGD, we intend this preliminary launch report to form a basis for future research of the dataset and a framework for continued contributions to the ETGD from Extremism and Gaming Research Network (EGRN) members. Above all, we seek to contribute to sensible policymaking to prevent violent extremism that situates games as part of a wider contested and exploited information space, which deserves far more attention from those working towards peaceful ends.
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2024 |
Thompson, E. and Lamphere-Englund, G. |
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Journal Article |
Grounds for Cooperation in the Radicalisation Governance Milieu? A Qualitative Exploration of Stakeholder Issue Frames of Online Radicalisation
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In the study of online radicalisation, little attention has been paid to the way local stakeholders within the broader online radicalisation milieu define, frame, and problematise online radicalisation. As these conceptions and problematisations are crucial to the possibility of cooperation and coordination between them, this lacuna represents a curious oversight. Drawing on a cross-national and highly diverse sample of stakeholders, including law enforcement actors, religious and community leaders, policy-makers and activists, and scientific experts, we inductively identify four largely shared ‘issue frames’. We conceptualise issue frames as ways of organising knowledge and meaning, and as crucial to the way problems – in this case online radicalisation – come to be defined, constructed, and contested by various social actors. Uncovering four shared issue frames, we show how stakeholders commonly 1) highlight the tension between individual and social understanding of radicalisation; 2) reflect on the national embeddedness of radicalisation discourse; 3) comment on the complex politics of online radicalisation monitoring; and 4) warn against the mysteries inherent in algorithmic surveillance and control. Demonstrating that these specific issue frames are largely shared between a highly diverse group of stakeholders, we emphasise the need for cooperation and coordination between these actor groups.
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2024 |
van Oorschot, I., Touburg, G., Strelkov, A. and Jacobs, G. |
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