Una de las muchas revelaciones condenatorias de la denunciante de Facebook Frances Haugen durante su testimonio en el Congreso el 5 de octubre fue que la plataforma dedica el 87% de sus investigaciones y recursos a combatir la desinformación en contenidos en inglés, cuando sólo el 9% de sus usuarios son angloparlantes. La falta de control de los contenidos de odio en idiomas distintos al inglés ha contribuido a alimentar conflictos mundiales tales como la guerra…
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How much hate exists online, and how large is its reach? Is it possible to independently evaluate the claims tech companies make about the amount of hate on their platforms and how effectively they are addressing it? To answer these questions, ADL Center for Technology and Society (CTS) is building the Online Hate Index (OHI), a machine learning system that detects hate targeting marginalized groups on online platforms. This report presents the inaugural findings of the OHI’s…
One of the many damning revelations from Facebook whistleblower Frances Haugen during her Congressional testimony on October 5 was that the platform devotes 87% of its research and resources on fighting misinformation to English-language content when only 9% of its users are English speakers. The lack of content moderation over hateful content in languages other than English has helped fuel global conflicts such as the civil war in Ethiopia.
And it appears Facebook’s efforts in…
By: Kiki Sorensen, Flickr, CC: https://creativecommons.org/licenses/by/2.0/ We know that social media platforms play a large role in spreading hate speech, racism, and misinformation. In Facebook’s case, blockbuster disclosures by whistleblower Frances Haugen, a former product manager on the company’s now-disbanded civic integrity team, revealed that the company buried internal research showing it was aware of the ways the platform creates societal harm. Transparency reports…
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…
In recent years, American Jews have faced increased threats of violence and harassment both online and offline. According to ADL’s annual Audit of Antisemitic Incidents, 2019 and 2020 were, respectively, the highest and third-highest years on record for cases of harassment, vandalism, and assault against Jews in the United States since tracking began in 1979. The recent conflict between Israel and Hamas, after which there was an increase in antisemitic incidents reported domestically,…
Both politicians and video game streamers are not strangers to being targeted by online hate and harassment. Concerned about the risk that an outpouring of public hate could result when these two groups appear together online, ADL’s Center for Technology and Society (CTS) reviewed four high-profile livestreaming events occurring between October 2020 and February 2021 on the social media platform Twitch. The goal was to determine why or why not these events had devolved into hotbeds of…
How safe are social media platforms now? Throughout 2020 and early 2021, major technology companies announced that they were taking unprecedented action against the hate speech, harassment, misinformation and conspiracy theories that had long flourished on their platforms.
According to the latest results from ADL’s annual survey of hate and harassment on social media, despite the seeming blitz of self-regulation from technology companies, the level of online hate and harassment…
ADL Center for Technology and Society has published an updated Holocaust denial report card as of April 2023. Click HERE to view the new data.
The Holocaust, the systematic murder of approximately six million Jews and several million others by the Nazis, is one of history's most painstakingly examined and well-documented genocides.
Nevertheless, in the decades since World War II, a small group of antisemites has repeatedly attempted to cast doubt on the facts of the Holocaust…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…