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SOCIAL SCIENCES

Social sciences examine human behavior, social structures, and interactions in various settings. Fields such as sociology, psychology, anthropology, and economics study social relationships, cultural norms, and institutions. By using different research methods, social scientists seek to understand community dynamics, the effects of policies, and factors driving social change. This field is important for tackling current issues, guiding public discussions, and developing strategies for social progress and innovation.

Posts tagged digital extremism
Exploring the digital extremist ecosystem: a preliminary analysis of hateful posts on Mod DB

By Linda Schlegel, Lars Wiegold, Constantin Winkler, Julian Jung

The last 4 years have seen a stark increase in research on extremist activities in digital gaming spaces, particularly on gaming- and gaming-adjacent platforms. However, one area that has not received much attention so far are mod forums. While a large number of mods with hateful content have been created over the last two decades, the forums used to disseminate and discuss such mods have not yet been examined by extremism researchers. Considering the popularity of modding and mod forums among gaming communities, this is a crucial gap in our current understanding of extremist activities in digital gaming spaces. In an effort to address this research gap, this article offers an exploratory analysis of hateful and extremist posts on the popular mod forum Mod DB, including right-wing extremist, jihadist, antisemitic and mixed-ideology content. We seek to provide a preliminary glimpse into this under-researched digital space, complementing existing research on extremist activities on other gaming (−adjacent) platforms. Our research thereby broadens the current state of knowledge regarding the various gaming-related platforms frequented by extremist actors and radicalized individuals and contributes new insights about a thus far under-explored digital space.

Front. Psychol., 11 February 2025, 15p.

Taking it to the extreme: prevalence and nature of extremist sentiment in games

By Rachel Kowert, Elizabeth Kilmer and Alex Newhouse

More than half of all game players report experiencing some form of hate, harassment or abuse within gaming spaces. While prevalence assessments of these actions in digital gaming spaces are ongoing, little remains known about the more extreme forms of these behaviors. Specifically, experiences of extremism. This paper addresses the gap in research knowledge around the expression of extremist sentiment in games by evaluating their prevalence, location, and nature, and impact. Assessing experiences via an online survey, game players (n  =  423) reported an alarmingly high rate of frequency for being the direct target of, as well as a witness to, all forms of extremist content. Most of these experiences were text-based, reported to be happening in-game. Most players endorsed statements relating to a normalization of extreme ideologies within gaming cultures. It is promising that reporting these behaviors was the primary action taken by players for most of the players; however, “ignoring” these actions was also a common strategy. It is possible that player inaction reflects the embeddedness and normalization of these actions in gaming spaces and/or a lack of trust in moderation systems to be responsive. The prevalence of extreme sentiment in gaming cultures should raise concern from game makers, members of the gaming community, parents, and policy makers alike.

Front. Psychol., 15 August 2024