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7 Results

Hate is No Game: Harassment and Positive Social Experiences in Online Games 2021

Report
Hate is No Game
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…
September 13, 2021
Read more about Hate is No Game: Harassment and Positive Social Experiences in Online Games 2021

Tracking Anti-Transgender Rhetoric Online, Offline, and In Our Legislative Chambers

Report
Full ReportOur online and offline lives have fluid boundaries. What happens online doesn’t stay there. Today, those spouting hateful anti-transgender rhetoric online are creating an ecosystem where shared ideas, themes, and language echoes. This hateful rhetoric goes from fringe to mainstream— and boomerangs between online and offline speech — in part because of social media’s immense power, amplification of “engaging” content, and sophisticated…
July 13, 2021
Read more about Tracking Anti-Transgender Rhetoric Online, Offline, and In Our Legislative Chambers

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

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

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

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
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