1,028 research outputs found

    Catalyst of hate? Ethnic insulting on YouTube in the aftermath of terror attacks in France, Germany and the United Kingdom 2014–2017

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    In the last 20 years, several major terror attacks conducted in the name of political Islam hit Western Europe. We examine the impact of such terror attacks on hostile behaviour on social media from a cross-national perspective. To this end, we draw upon time-stamped, behavioural data from YouTube and focus on the frequency and popularity (‘likes’) of ethnically insulting comments among a corpus of approximately one hundred thousand comments. We study aggregate change and use individual-level panel data to investigate within-user change in ethnic insulting in periods leading up to and following major terror events in Germany, France and the UK. Results indicate that terror attacks boost interest in immigration-related topics in general, and lead to a disproportional increase in hate speech in particular. Moreover, we find that attack effects spill over to other countries in several, but not all, instances. Deeper analyses suggest, however, that this pattern is mainly driven by changes in the composition of users and not by changing behaviour of individual users. That is, a surge in ethnic insulting comes from hateful users newly entering online discussions, rather than previous users becoming more hateful following an attack

    Toxic Text in Personas: An Experiment on User Perceptions

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    When algorithms create personas from social media data, the personas can become noxious via automatically including toxic comments. To investigate how users perceive such personas, we conducted a 2 × 2 user experiment with 496 participants that showed participants toxic and non-toxic versions of data-driven personas. We found that participants gave higher credibility, likability, empathy, similarity, and willingness-to-use scores to non-toxic personas. Also, gender affected toxicity perceptions in that female toxic data-driven personas scored lower in likability, empathy, and similarity than their male counterparts. Female participants gave higher perceptions scores to non-toxic personas and lower scores to toxic personas than male participants. We discuss implications from our research for designing data-driven personas

    Inauthentic Accuracy: Digital History In Videogames And The GamerGate Scandal

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    In August 2014, a major scandal impacted the videogame industry and gaming journalism, which would become known as #GamerGate. Gaming journalists, specifically those identified as “feminists,” faced mass harassment from self-identified gamers. Four years later, the developer Creative Assembly would be the target of another wave of harassment for an update to their historical game Total War: Rome II, in which women became playable characters. This project explores the link between toxicity in gaming culture and Western historical concepts in historical video games, as well as how gaming culture in online discussion of Historical Strategy has changed since the initial GamerGate scandal
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