Bad Gateway: How Deplatforming Affects Extremist Websites
Report
This report analyzes whether deplatforming websites—removing infrastructure services they need to operate, such as payment processing—can reduce the spread and reach of extremism and hate online.
Hate is No Game: Harassment and Positive Social Experiences in Online Games 2021
Report
Ninety-seven million Americans play online multiplayer games. While virtually all players surveyed in ADL’s third annual report on experiences1 in online games appreciated the social connectivity of gaming, an alarmingly large majority continue to encounter a firehose of hate and harassment. ADL’s survey explores the social interactions, experiences, attitudes, and behaviors of online multiplayer gamers nationwide. This year’s survey again asked about the experiences of a…
Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020
Report
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…
Computational Propaganda and the 2020 U.S. Presidential Election: Antisemitic and Anti-Black Content on Facebook and Telegram
Report
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…
Free to Play? Hate, Harassment, and Positive Social Experiences in Online Games
Report
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…