Children are spending more time on social media than ever before but tech platforms are not transparent about the hate and harassment taking place on their platforms or their actions to stop it. ADL conducted a survey of parents to assess their level of concern and what changes they would like to see in social media for their children.
ADL’s Center for Technology and Society has released the results of a nationally representative survey on online hate and harassment in America. Thirty-seven percent of Americans experienced severe online hate and harassment in 2018, including sexual harassment, stalking, physical threats or sustained harassment, whereas over half of Americans have experienced some form of online harassment. Read the full report here.
This report is part of the ADL Belfer Fellowship series. What can machine learning tell us about white supremacist speech online? ADL Belfer Fellow Libby Hemphill shows how platforms miss discussions of conspiracy theories about white genocide and Jewish power and malicious grievances against Jews and people of color--and how platforms can do better.
In January 2021, ADL investigated how a variety of platforms address Holocaust denial content. Our investigators both reviewed policies and tested enforcement regarding Holocaust denial. We created a report card on how tech companies are currently managing Holocaust denial content on their digital social platforms based on these results.
ADL’s Center for Technology and Society (CTS) collected data from four livestreaming events occurring between October 2020 and February 2021 on Twitch featuring both politicians and video game streamers. Despite the threat of potential hate and harassment during these events, our data analysis showed these events were primarily positive and inclusive.
A resource to define and categorize what transgressive, disruptive and harmful behavior looks like in online games. This resource was created by ADL’s Center for Technology and Society in collaboration with the Fair Play Alliance - a coalition of over 150 video game companies working to address hate and harassment in online games.