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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 platforms
Online Hate Speech and Discrimination in the Age of AI

By Petra Regeni and Claudia Wallner

RUSI and the Institute for Strategic Dialogue (ISD) Germany convened a closed-door roundtable event in Berlin on 31 March 2025 to discuss online hate speech and discrimination in Europe in the age of AI. The roundtable included presentations across three sessions (corresponding with the sections of this paper) and participants from academia, civil society, advocacy groups, legal non-profit organisations and the private sector. The event provided a space to discuss online hate speech and discriminatory rhetoric – ranging from antisemitism, misogyny and anti-LGBTQI+ narratives to racism and xenophobia – as well as the implications of AI in their spread and amplification. Discussions centred around the complexities introduced by AI-generated and targeted hate speech, and explored potential responses, from regulatory measures and content moderation to educational initiatives promoting critical thinking skills. This conference report summarises key themes and points raised during the roundtable, none of which are attributable to individual participants and presenters.

Conference Report

London: Royal United Services Institute for Defence and Security Studies (RUSI), 2025, 13p.

Radicalisation through Gaming: The Role of Gendered Social Identity

By Jessica White, Claudia Wallner, Galen Lamphere-Englund, Love Frankie, Rachel Kowert, Linda Schlegel, Ashton Kingdon, Alexandra Phelan, Alex Newhouse, Gonzalo Saiz and Petra Regeni

As the popularity and social significance of online gaming have surged, with more than three billion gamers encompassing a broad spectrum of the global population, the urgency to understand how gaming spaces constitute formative identity- and community-building environments is more essential than ever. While acknowledging that many gamers have positive experiences, this project aims to understand, through a gender and intersectional lens, how socialisation processes coupled with exposure to harassment, hate-based discrimination and extreme content can potentially lower resilience to radicalisation in gaming and gaming-adjacent spaces. Governments are increasingly paying attention to this issue, considering regulatory requirements and effective intervention designs. This heightened awareness necessitates a deeper analysis of the nuances and complexities of the threats and risks. Therefore, this report aims to provide much-needed analysis of these issues, guiding the reader through the key research findings of the project ‘Examining Socialization with a Nexus to Radicalization Across Gaming (-Adjacent) Platforms Through a Gender Lens’, which was funded by Public Safety Canada, led by RUSI and implemented by a consortium of members of the Extremism and Gaming Research Network. Taking a cross-cultural global approach and drawing on primary survey data and data collected from and on multiple gaming and gaming-adjacent platforms, this project aims to provide accessible gender-sensitive research analysis, along with pragmatic recommendations for practitioners and policymakers engaged in these spaces. Following a conceptual framing section and a chapter outlining project scope and methodology, project analysis highlights the following four key analytical focuses: 1. An assessment of the prevalence of harmful, toxic and extremist content in gaming spaces. 2. Identification of the importance of (offline) identity and culture in the formation of gamer identity and communities. 3. Analysis of gender norms and dynamics in gaming communities and their potential exploitation for radicalisation and recruitment. 4. Exploration of where gendered socialisation processes combined with normalised exposure to extreme ideas and content can reduce resilience to radicalisation. Overall, this project adds new insights to the growing body of research on the topic of extremism and gaming through the gender and intersectional lens it applies to understanding the complex relationships between gaming, identity, community and radicalisation. Additionally, it breaks ground with the focus on cross-cultural data collection. However, it also highlights the need for further research to fully grasp how these dynamics play out across different contexts and identities, contributing to more nuanced and effective approaches to countering radicalisation in gaming spaces.

London: Royal United Services Institute for Defence and Security Studies RUSI, 2024. 81p.