Digital Ethics 2019
DOI: 10.4324/9780429266140-9
|View full text |Cite
|
Sign up to set email alerts
|

Hateful Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
12
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
3
1

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(12 citation statements)
references
References 0 publications
0
12
0
Order By: Relevance
“…Broader Twitch norms interact with channel-specific cultures (Mihailova, 2022), leaving streamers in a position where they must sometimes choose between monetary support (Johnson and Woodcock, 2019;Wohn et al, 2018) or protecting themselves. This may also link to larger issues found on the platform beyond algorithmic discoverability that emphasizes racialized and gendered results (Chan and Gray, 2020), including the proliferation of far-right radicalizing information (O'Connor, 2021) that has also been observed in gaming more generally (Condis, 2019).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Broader Twitch norms interact with channel-specific cultures (Mihailova, 2022), leaving streamers in a position where they must sometimes choose between monetary support (Johnson and Woodcock, 2019;Wohn et al, 2018) or protecting themselves. This may also link to larger issues found on the platform beyond algorithmic discoverability that emphasizes racialized and gendered results (Chan and Gray, 2020), including the proliferation of far-right radicalizing information (O'Connor, 2021) that has also been observed in gaming more generally (Condis, 2019).…”
Section: Discussionmentioning
confidence: 99%
“…For example, right-wing extremist views, trolling, and the expansion of these behaviorsincluding in gaming communitieshave become an ever-present backdrop to the discussion of toxicity online. Race is heavily linked to trolling behaviors and can be used to implement boundaries through reactions to perceived cultural threats (Ortiz, 2020) and recruitment into these causes is common online and frequently targets video game players (Condis, 2019). Gender also comes into play, with elements of geek masculinity driving and defining many of these behaviors and the gatekeeping linked to them (Massanari, 2017;Salter, 2018).…”
Section: Toxicity Online and In Video Gamesmentioning
confidence: 99%
“…Hardcore gamers blaming women and minorities for their perceived loss of status align with far-right extremists seeking to normalize their fringe worldviews and expand their membership. That alignment is their means to advance a shared narrative of disempowerment in relation to not only videogames but to broader social, cultural, and political life (Condis, 2019a(Condis, , 2019bHansson & Keck, 2019;Kamenetz, 2018).…”
Section: Enabling Conditions In the Game Industry And Marketmentioning
confidence: 99%
“…The Apolitical is Political. While game companies often claim an apolitical stance (Pfister, 2018), their silence on the misogyny in the industry and market, the targeted harassment of marginalized communities, and the alarming presence and promotion of extremist ideologies arguably reflects the opposite (Aghazadeh et al, 2018;Anti-Defamation League, 2019;Condis, 2019a). Their refusal to take action against white supremacy allows extremist groups to openly normalize and inculcate players into their ideologies (Condis, 2019a;D'Anastasio, 2021;Makuch, 2019).…”
Section: Insufficient Response From Leadershipmentioning
confidence: 99%
“…Alphabet/Google has faced similar criticisms with respect to their algorithmic filtering and ranking of ads, search results, and content on their main platform as well as on YouTube (Bryant, 2020). Bandy and Diakopolous’ audit of Apple News showed that when the service relies on algorithmic curation of news stories, the ‘source diversity’ and ‘evenness’ suffer (2020: 45), and Microsoft and Amazon have both been criticized for hosting and algorithmically promoting extreme and anti-democratic content on their content platforms, including Minecraft and Twitch (Condis, 2019). In 2017, Just and Latzer convincingly argued that ‘shared social reality in societies… is increasingly being co-constructed by automated algorithmic selection’ (2017: 254) and that ‘algorithmic reality construction tends to increase individualization’ (2017: 1).…”
Section: Main Argument and Analysismentioning
confidence: 99%