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389 Results

Disruption and Harms in Online Gaming Framework

Report
Framework
Introduction To synthesize our understanding of behavioural issues in gaming today, the Disruption and Harm in Gaming Framework arose through an unprecedented and global collaboration among the gaming industry, with support from leading researchers and civil society organizations. The result is a comprehensive framework detailing what we know about such conduct, including root causes and is the first in a series of resources that operationalise this knowledge. While it is clear that…
December 14, 2020
Read more about Disruption and Harms in Online Gaming Framework

Disruption and Harms in Online Gaming Resource: Creating and Maintaining Community Guidelines

Report
Read the PDF ResourceGames and platforms need community guidelines to outline intent and the expected code of conduct. They lay down the foundation to build the social systems and player dynamics of your product. They inform reporting categories, community management, and player support practices. Strong community guidelines are an important step towards setting your community’s tone by influencing healthy behavior norms. What are good community guidelines? Use the language of…
December 03, 2020
Read more about Disruption and Harms in Online Gaming Resource: Creating and Maintaining Community Guidelines

Disruption and Harms in Online Gaming Resource: Penalty and Reporting Systems

Report
Read the Planning Resource   Read the Building Resource   Penalty-and-reporting (P&R) systems are complex and require careful planning in their design, implementation, launch, and support as a live service. Knowing what to look out for ensures there are no surprises and helps a studio make informed decisions on introducing a new P&R system for existing titles. Unlike many aspects of making games, P&R systems require a higher degree of due diligence. Failure to…
December 03, 2020
Read more about Disruption and Harms in Online Gaming Resource: Penalty and Reporting Systems

Disruption and Harms in Online Gaming Resource: Assessing the Behaviour Landscape

Report
Read the PDF ResourceA key aspect of addressing disruptive behavior is understanding your game’s behavior landscape, a profile that helps define its areas of interaction and influence. By mapping out these areas, we developers can see how the choices we make, and the broader gaming context, influence our game as a social space. Every game’s experience will create a different behavior landscape. Identifying what is important to you and your game will allow you to operationalize…
December 03, 2020
Read more about Disruption and Harms in Online Gaming Resource: Assessing the Behaviour Landscape

Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020

Report
free to play?
Video games have been popular in the United States for at least three decades, but the lockdowns and quarantines brought on by the COVID-19 pandemic kicked their growth as vital social spaces into overdrive.1 [i] Over 200 million people, 64 percent of American adults, regularly play video games- which include both online and offline games.[ii] A $159 billion industry, annual revenue from video games increased 9.3 percent this year, whereas revenue reported by traditional media such as movies…
November 17, 2020
Read more about Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020

Computational Propaganda and the 2020 U.S. Presidential Election: Antisemitic and Anti-Black Content on Facebook and Telegram

Report
Computational Propaganda
By Mark Kumleben and Samuel Woolley  Propaganda Research Team Center for Media Engagement University of Texas at Austin Maggie Engler Global Disinformation Index Much of online speech today occurs on social media platforms like Facebook where a few companies have attained an outsized influence on what is permitted discussion on the internet. The rules and enforcement of the rules around speech on social platforms have far-reaching societal implications -- they can determine…
October 20, 2020
Read more about Computational Propaganda and the 2020 U.S. Presidential Election: Antisemitic and Anti-Black Content on Facebook and Telegram

Online Hate Index Report: The Digital Experience of Jewish Lawmakers

Report
online hate index
In late 2018, Pew Research Center reported that social media sites had surpassed print newspapers as a news source for Americans, when one in five U.S. adults reported that they often got the news via social media.i By the following year, that figure had increased to 28% and the trend is only risingii. Combine that with a deeply divided polity headed into a bitterly divisive 2020 U.S. presidential election season and it becomes crucial to understand the information that Americans are exposed…
September 25, 2020
Read more about Online Hate Index Report: The Digital Experience of Jewish Lawmakers

Online Hate and Harassment Report: The American Experience 2020

Report
online hate and harassment
Since its inception, social media has played a key role in shaping social, cultural and political developments. This year in particular has seen a tectonic shift in the way communities across the world integrate digital and social networks into their daily lives. The novel coronavirus (and the disease it causes, COVID-19) has spread aggressively, claiming thousands of lives in the United States[i], devastating marginalized populations in major cities, crippling employment and economic…
June 09, 2020
Read more about Online Hate and Harassment Report: The American Experience 2020

The Decade's Top 10 Moments of Hope

Report
Words Matter, End Hate
Even in times of tragedy, there are glimmers of humanity. These moments of compassion, of kindness, give us hope for a better future for our children and our children’s children. Building a better world is what has motivated ADL’s work for more than 100 years, and what continues to impel us forward today. With that in mind, ADL’s professionals across the country have selected the decade’s Top 10 Moments of Hope in the United States. It’s hard to fathom how…
December 19, 2019
Read more about The Decade's Top 10 Moments of Hope

The Trolls are Organized and Everyone’s a Target: The Effects of Online Hate and Harassment

Report
The Trolls are Organized and Everyone’s a Target:  The Effects of Online Hate and Harassment
Sign the Backspace Hate Petition   Tell Lawmakers to Support Victims and Targets of Online Hate and Harassment   Join the FightOnline hate and harassment1 have increasingly become a common part of the online experience. Public attention has usually focused on harassment of celebrities and public figures. However, our recent work has shown that a substantial swath of the American public has experienced online harassment, with 37 percent of adults having experienced severe…
October 07, 2019
Read more about The Trolls are Organized and Everyone’s a Target: The Effects of Online Hate and Harassment

Free to Play? Hate, Harassment, and Positive Social Experiences in Online Games

Report
Free to play?
Executive Summary This report explores the social interactions and experiences of video game players across America and details their attitudes and behaviors in a rapidly growing social space. Globally, video games are a $152 billion industry. Fifty-three percent of the total population of the US and 64 percent of the online population of the US plays video games.1 Video games have functioned as social platforms over the past three decades, with players around the world interacting with…
July 18, 2019
Read more about Free to Play? Hate, Harassment, and Positive Social Experiences in Online Games

Designing Ourselves: Identity, Bias, Empathy, and Game Design

Report
Designing Ourselves
Read the Full Report   Can we use games to help people better connect with themselves and with others? Can we use game design to support perspective-taking, compassion, and care? It may be surprising to hear that games—of all things—can help support connection and compassion. Particularly when we often hear quite the opposite. Games have become well-known as communities where toxic behavior, such as bullying, harassment and hate occur. Just like other online…
June 18, 2019
Read more about Designing Ourselves: Identity, Bias, Empathy, and Game Design

Gab and 8chan: Home to Terrorist Plots Hiding in Plain Sight

Report
The second in a series of reports co-authored by the Network Contagion Research Institute and ADL’s Center on Extremism New analysis of online behavior suggests similar ideological motivations and radicalization methods when comparing the perpetrators of the Pittsburgh and Christchurch massacres.  Both killers announced in their preferred internet forums that they were about to commit violence and seemed to identify their fellow forum participants as community members who might…
April 05, 2019
Read more about Gab and 8chan: Home to Terrorist Plots Hiding in Plain Sight

Managing Cyberhate & Harassment

Report
Welcome to ADL’s online harassment help and resource guide. We know online harassment can be a scary and alienating experience, and we want to ease that pain as much as we can. If you feel you are in danger, contact law enforcement. If you are being harassed online, know you are not alone. This harassment is not a reflection of your self-worth. Step back and try to envision the outcome you want and try to proceed with that in mind. Depending on the outcome you are seeking,…
March 11, 2019
Read more about Managing Cyberhate & Harassment

Online Hate and Harassment: The American Experience

Report
Executive Summary The American public has become increasingly aware of online hate and harassment in recent years. The scale and complexity of online hate has reached unprecedented levels as seen in sustained online harassment campaigns that violently threaten journalists to organized racist attacks launched against an African-American student leader by a far-right online community. High-profile targets of coordinated online harassment — such as Jewish journalists and African-American…
February 11, 2019
Read more about Online Hate and Harassment: The American Experience

Computational Propaganda, Jewish-Americans and the 2018 Midterms: The Amplification of Anti-Semitic Harassment Online

Report
The following report is an analysis of computational propaganda, the Jewish American community, and the 2018 elections. As part of the wider paper series focused on “humanizing the effects of computational propaganda” this empirical work details the ways in which the Jewish socio-religious population in the U.S. is being disproportionately targeted with disinformation and abuse during this crucial political moment.
October 26, 2018
Read more about Computational Propaganda, Jewish-Americans and the 2018 Midterms: The Amplification of Anti-Semitic Harassment Online

Hate in Social VR

Report
Hate in Social VR
New Challenges Ahead for the Next Generation of Social Media The timeless mission of the Anti-Defamation League (ADL) is to stop the defamation of the Jewish people and secure justice and fair treatment to all. The mission of ADL’s Center for Technology and Society is to ask the question “How do we secure justice and fair treatment for all in a digital environment?” Since 1985, when it published its report on “Electronic Bulletin Boards of Hate,” ADL has…
July 12, 2018
Read more about Hate in Social VR

Numerous Anti-Israel Wikipedia Editors, Including Instigators Who Targeted ADL, Banned Following Investigation

Press Release
New York, NY, January 17, 2025 … ADL (the Anti-Defamation League) today welcomed the disciplinary action taken against multiple editors by the Wikipedia arbitration committee in the wake of a massive effort by anti-Israel editors to spread misinformation and hate across the platform. Among those topic-banned by Wikipedia from the Israel-Palestine discussion were Iskandar323, Selfstudier, Nableezy, Levivich and Nishidani – all of whom ADL has identified as being part of a bad-faith…
January 17, 2025
Read more about Numerous Anti-Israel Wikipedia Editors, Including Instigators Who Targeted ADL, Banned Following Investigation

“Create Just Worlds": Can We Break Extremism's Hold on Gaming?

Podcast
 Episode 4.5: “Create Just Worlds": Can We Break Extremism's Hold on Gaming?Video games are supposed to be fun and provide players with safe, supportive communities. Unfortunately and unsurprisingly, extremists are ruining gaming for everyone. On this month’s episode of extremely, Oren Segal and Jessica Reaves talk to Mariana Olaizola Rosenblat, Policy Advisor on technology and law at the NYU Stern Center for Business and Human Rights. Rosenblat studies the societal impact of…
January 17, 2025
Read more about “Create Just Worlds": Can We Break Extremism's Hold on Gaming?

Hate and Harassment Present in Almost Half of Online Multiplayer Gaming Sessions Tested, New ADL Research Finds

Press Release
New York, NY, January 16, 2025, …  Hate and harassment was recorded in almost half of online multiplayer game sessions tested with a range of religious, ethnic and national identity-based usernames, shows new research conducted by the ADL (Anti-Defamation League) Center for Technology and Society. Examples of hate and harassment included racial slurs, trash-talking or disrupted play. Identity-based harassment was present in one-third of play sessions across the four games …
January 16, 2025
Read more about Hate and Harassment Present in Almost Half of Online Multiplayer Gaming Sessions Tested, New ADL Research Finds

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