1 00:00:03,680 --> 00:00:06,720 Speaker 1: From Bloomberg News and I Heart Radio. It's the Big Take. 2 00:00:09,720 --> 00:00:15,000 Speaker 1: I'm West Cassova today. Confronting the rise of extremism in 3 00:00:15,040 --> 00:00:28,600 Speaker 1: the world of online video games, one study finding around 4 00:00:28,640 --> 00:00:33,200 Speaker 1: four in ten Americans personally experience some sort of harassment online, 5 00:00:33,400 --> 00:00:36,880 Speaker 1: particularly those bad for gamers of color. They say this 6 00:00:37,080 --> 00:00:41,080 Speaker 1: is typical of what happens on the online gaming community. 7 00:00:41,080 --> 00:00:44,319 Speaker 1: They call it a racist, toxic environment, and they're doing 8 00:00:44,360 --> 00:00:45,879 Speaker 1: it all well, They're just trying to do the simplest 9 00:00:45,920 --> 00:00:48,120 Speaker 1: of things, have a good time and play a video game. 10 00:00:48,200 --> 00:00:51,120 Speaker 1: I listened in on a gaming session and the black 11 00:00:51,200 --> 00:00:53,720 Speaker 1: gamer was told by someone he was playing with online, 12 00:00:54,040 --> 00:00:58,480 Speaker 1: you need handcuffs and a knee on your neck. In December, 13 00:00:58,600 --> 00:01:02,840 Speaker 1: the Anti Defamation Lead released a study that found white 14 00:01:02,880 --> 00:01:07,680 Speaker 1: supremacist ideas have gained significant exposure in the past year 15 00:01:08,080 --> 00:01:13,120 Speaker 1: through online video games. One in five adult game players 16 00:01:13,120 --> 00:01:17,280 Speaker 1: in the A d L survey reported encountering other players 17 00:01:17,319 --> 00:01:21,560 Speaker 1: who promoted the superiority of white people over people of 18 00:01:21,600 --> 00:01:25,440 Speaker 1: other races, and the report also found fifteen per cent 19 00:01:25,920 --> 00:01:30,120 Speaker 1: of teen and pre teen gamers said they interacted with 20 00:01:30,160 --> 00:01:34,080 Speaker 1: white supremacists. The A d L study and other recent 21 00:01:34,160 --> 00:01:37,880 Speaker 1: research about extremists using video games to spread their ideology 22 00:01:38,080 --> 00:01:40,800 Speaker 1: has led to calls for video gamemakers to do more 23 00:01:40,880 --> 00:01:44,720 Speaker 1: to stop hate on their platforms, and it sparked concerns 24 00:01:44,760 --> 00:01:49,120 Speaker 1: that arise in hateful ideology online will lead to greater 25 00:01:49,200 --> 00:01:53,560 Speaker 1: acceptance of racism and extremism in the real world. These 26 00:01:53,640 --> 00:01:57,000 Speaker 1: questions have even caught the attention of the U. S. Government. 27 00:01:58,960 --> 00:02:02,520 Speaker 1: Cecilia donnas Ascio covers the video game industry for Bloomberg, 28 00:02:02,560 --> 00:02:07,880 Speaker 1: and she joins me now from New York to explain. Cecilia, 29 00:02:08,200 --> 00:02:11,520 Speaker 1: over the years, we've seen video games blamed for any 30 00:02:11,600 --> 00:02:15,200 Speaker 1: number of social ills. Politicians have said violence and video 31 00:02:15,200 --> 00:02:18,919 Speaker 1: games leads to school shootings and other violent crimes, even 32 00:02:18,919 --> 00:02:21,480 Speaker 1: though there's not a lot of evidence that it's true. 33 00:02:22,160 --> 00:02:25,000 Speaker 1: So now we're seeing the sharp increase in people saying 34 00:02:25,240 --> 00:02:30,320 Speaker 1: gamers are spreading white supremacist ideology. Do we know if 35 00:02:30,400 --> 00:02:34,640 Speaker 1: hate groups that spread their views in gaming communities are 36 00:02:34,760 --> 00:02:40,040 Speaker 1: having success in actually turning other players into white supremacists. Yeah, 37 00:02:40,080 --> 00:02:41,679 Speaker 1: I mean, there's been such a long history of this 38 00:02:41,760 --> 00:02:44,600 Speaker 1: with video games. There's the Satanic panic, even with Dungeons 39 00:02:44,600 --> 00:02:46,640 Speaker 1: and Dragons, which is a pen and paper game in 40 00:02:46,680 --> 00:02:51,200 Speaker 1: the seventies. There's this idea that video games um inspire 41 00:02:51,280 --> 00:02:53,200 Speaker 1: people to commit violent acts in real life, which has 42 00:02:53,200 --> 00:02:56,359 Speaker 1: been disproven over and over and over again in decades 43 00:02:56,400 --> 00:03:00,600 Speaker 1: of studies, including amazing longitudinal studies by amazing researchers. And 44 00:03:00,680 --> 00:03:04,720 Speaker 1: now there's this idea that there are people who are 45 00:03:04,720 --> 00:03:09,600 Speaker 1: getting radicalized through video games. And that's I don't think 46 00:03:09,639 --> 00:03:11,360 Speaker 1: there's anyone out there who study this who would say 47 00:03:11,400 --> 00:03:13,800 Speaker 1: that's not happening at all. The question is what is 48 00:03:13,840 --> 00:03:16,519 Speaker 1: the scale And the reason why it's so hard to 49 00:03:16,520 --> 00:03:20,440 Speaker 1: measure is because video game companies really don't share their 50 00:03:20,520 --> 00:03:23,000 Speaker 1: data with a lot of people on this topic. There's 51 00:03:23,000 --> 00:03:26,560 Speaker 1: only one video game, Roadblocks, that has a really specific 52 00:03:26,919 --> 00:03:31,280 Speaker 1: anti white supremacist, anti neo Nazi policy on its platform. 53 00:03:31,360 --> 00:03:33,600 Speaker 1: And that's not to say gaming companies don't take this seriously. 54 00:03:33,600 --> 00:03:37,320 Speaker 1: They do. Activision, Blizzard, Riot Games, all of these top 55 00:03:37,320 --> 00:03:40,160 Speaker 1: gaming companies have issued statements to Bloomberg saying that this 56 00:03:40,200 --> 00:03:42,960 Speaker 1: is something that they are paying attention to. But when 57 00:03:43,000 --> 00:03:45,680 Speaker 1: it comes to handing that data off to outside researchers 58 00:03:45,680 --> 00:03:48,040 Speaker 1: who really do have expertise in this topic, it's just 59 00:03:48,160 --> 00:03:52,040 Speaker 1: it's a black box. So let's say they were to 60 00:03:52,120 --> 00:03:54,880 Speaker 1: hand over this data. What is it I'm playing a 61 00:03:54,960 --> 00:03:58,000 Speaker 1: game and what happens to me in the scenario where 62 00:03:58,040 --> 00:04:02,560 Speaker 1: someone who is trying to fill my mind with these ideas? 63 00:04:02,600 --> 00:04:04,720 Speaker 1: What does that look like? First, I want to tell 64 00:04:04,760 --> 00:04:06,920 Speaker 1: you what it probably doesn't look like, and then I'll 65 00:04:06,920 --> 00:04:09,560 Speaker 1: tell you what it does look like. So say I'm 66 00:04:09,600 --> 00:04:14,280 Speaker 1: playing Fortnite and I am in a game with a 67 00:04:14,400 --> 00:04:17,640 Speaker 1: random person. We both drop down onto the map, we 68 00:04:17,720 --> 00:04:19,560 Speaker 1: get our guns, and we go out and we try 69 00:04:19,600 --> 00:04:22,799 Speaker 1: and find people to shoot. Maybe we're on voice chat, 70 00:04:22,960 --> 00:04:25,200 Speaker 1: and if I'm good at that game, I'm going to 71 00:04:25,279 --> 00:04:28,200 Speaker 1: be playing it for maybe like ten minutes before I'm 72 00:04:28,240 --> 00:04:30,440 Speaker 1: in a new game. But if I'm the average person, 73 00:04:31,160 --> 00:04:33,520 Speaker 1: this stranger that I meet in the video game has 74 00:04:33,560 --> 00:04:36,360 Speaker 1: like three to five minutes to pitch me on their 75 00:04:36,440 --> 00:04:39,640 Speaker 1: views before you know, we are just kind of gone 76 00:04:39,720 --> 00:04:42,760 Speaker 1: forever into the abyss and we never encounter each other. 77 00:04:43,440 --> 00:04:46,080 Speaker 1: So it's as you're playing the game, you're carrying on 78 00:04:46,200 --> 00:04:48,839 Speaker 1: a conversation. So it's like that's part of the appeal, 79 00:04:48,880 --> 00:04:51,840 Speaker 1: is that you're actually reaching out to real people as 80 00:04:51,880 --> 00:04:56,239 Speaker 1: you're playing this game. Video games are communication channels, that's correct, 81 00:04:56,440 --> 00:04:58,919 Speaker 1: and it's a great way to meet people online, but 82 00:04:58,960 --> 00:05:01,920 Speaker 1: at the same time, it's unlikely that you are going 83 00:05:01,960 --> 00:05:04,000 Speaker 1: to in the span of three to five minutes, be 84 00:05:04,240 --> 00:05:08,239 Speaker 1: converted to have these really heinous and dangerous beliefs. What's 85 00:05:08,279 --> 00:05:11,320 Speaker 1: more likely is where you do meet people through a 86 00:05:11,440 --> 00:05:15,240 Speaker 1: video game who also have these beliefs, and over time, 87 00:05:15,480 --> 00:05:19,200 Speaker 1: being exposed to them, they become normalized for you. And 88 00:05:19,320 --> 00:05:23,400 Speaker 1: depending on your background, depending on your beliefs, your family situation, 89 00:05:23,600 --> 00:05:25,760 Speaker 1: these beliefs might appeal to you and you might adopt 90 00:05:25,800 --> 00:05:29,559 Speaker 1: them yourself. And that's something that can happen through playing 91 00:05:29,560 --> 00:05:32,800 Speaker 1: a video game with someone, through talking to them on discord, 92 00:05:32,920 --> 00:05:35,800 Speaker 1: through communicating with them over Reddit or Facebook or Instagram 93 00:05:35,839 --> 00:05:38,680 Speaker 1: or anything. The question that researchers are trying to grapple 94 00:05:38,720 --> 00:05:40,440 Speaker 1: with right now is to what extent is this a 95 00:05:40,520 --> 00:05:43,880 Speaker 1: video game specific issue versus a social media issue that's 96 00:05:43,920 --> 00:05:48,080 Speaker 1: more generalized. Have you found in your reporting that the 97 00:05:48,200 --> 00:05:54,720 Speaker 1: kind of approaches that you describe can draw people in Absolutely. 98 00:05:55,320 --> 00:05:59,159 Speaker 1: I published a feature with Wired magazine in two thousand 99 00:05:59,240 --> 00:06:02,400 Speaker 1: twenty one about an individual who goes by Ferguson and 100 00:06:02,440 --> 00:06:04,320 Speaker 1: he was playing Roadblocks, which is one of the most 101 00:06:04,320 --> 00:06:08,840 Speaker 1: popular games around right now. Million people play roadblocks every day, 102 00:06:08,920 --> 00:06:12,040 Speaker 1: and when he was eleven he's now in his twenties, 103 00:06:12,520 --> 00:06:15,479 Speaker 1: he encountered somebody on roadblocks who was running these military 104 00:06:15,560 --> 00:06:17,520 Speaker 1: drills that he would just sort of run around in 105 00:06:17,600 --> 00:06:19,920 Speaker 1: circles for hours and hours and hours and he could 106 00:06:19,960 --> 00:06:23,680 Speaker 1: only say yes no, sir. And he became connected to 107 00:06:23,680 --> 00:06:26,479 Speaker 1: this individual who in the story called Malcolm, and over 108 00:06:26,560 --> 00:06:29,440 Speaker 1: time they begin to kind of engage in these role 109 00:06:29,480 --> 00:06:32,000 Speaker 1: playing scenarios through avatars in these video games, and they 110 00:06:32,000 --> 00:06:35,240 Speaker 1: really liked playing the bad guys. This individual, Malcolm, who 111 00:06:35,240 --> 00:06:37,600 Speaker 1: Ferguson was introduced to, was also someone who was very 112 00:06:37,680 --> 00:06:41,680 Speaker 1: much an Internet edge, somebody who generally is very much 113 00:06:41,760 --> 00:06:46,040 Speaker 1: online who kind of trades in inappropriate memes and has 114 00:06:46,080 --> 00:06:49,880 Speaker 1: a really edgy sense of humor and is very intentionally irreverent, 115 00:06:50,080 --> 00:06:52,640 Speaker 1: spends a lot of time on four Chance, spent a 116 00:06:52,640 --> 00:06:56,640 Speaker 1: lot of time trading in very inappropriate and offensive memes 117 00:06:58,320 --> 00:07:01,960 Speaker 1: like four Channa courses, this online uh Chad group which 118 00:07:02,040 --> 00:07:06,080 Speaker 1: is sort of overrun with some pretty nasty stuff, extremely 119 00:07:06,160 --> 00:07:10,920 Speaker 1: nasty stuff, really really heinous stuff. In some instances, Ferguson, Malcolm, 120 00:07:11,080 --> 00:07:13,200 Speaker 1: and several other people ended up being a part of 121 00:07:13,240 --> 00:07:16,120 Speaker 1: this group that included at some point twenty thousand people 122 00:07:16,320 --> 00:07:20,600 Speaker 1: role playing ancient Rome, and they had all of these 123 00:07:20,800 --> 00:07:23,840 Speaker 1: laws that kind of in the end amounted to fascism. 124 00:07:23,880 --> 00:07:28,560 Speaker 1: They had degenerously laws that outlawed homosexual relationships. They were 125 00:07:28,640 --> 00:07:30,960 Speaker 1: anti Semitic in a lot of ways as well. And 126 00:07:31,000 --> 00:07:32,840 Speaker 1: I interviewed a lot of people who were involved in 127 00:07:32,880 --> 00:07:36,080 Speaker 1: this group about the impact that participating in it had 128 00:07:36,160 --> 00:07:38,760 Speaker 1: on them, and you know, some of them look back 129 00:07:38,840 --> 00:07:42,240 Speaker 1: on it and say, wow, that was quite literally us 130 00:07:42,520 --> 00:07:46,000 Speaker 1: role playing fascism as children. And other people look back 131 00:07:46,080 --> 00:07:49,400 Speaker 1: on that group and are actually in law enforcement now 132 00:07:49,520 --> 00:07:52,600 Speaker 1: and are in the t s A. And some people 133 00:07:53,440 --> 00:07:57,160 Speaker 1: also took something different from that and did become acclimated 134 00:07:57,200 --> 00:08:00,200 Speaker 1: to those beliefs later on. So see one of the 135 00:08:00,280 --> 00:08:02,200 Speaker 1: problems here, and you're grappling with it here in and 136 00:08:02,280 --> 00:08:05,800 Speaker 1: you're reporting is how concerned we should be about this. 137 00:08:06,560 --> 00:08:10,560 Speaker 1: Years ago, there was the gamer Gate revelations where women gamers, 138 00:08:10,680 --> 00:08:14,960 Speaker 1: women game developers were under just absolutely vicious attack from 139 00:08:15,040 --> 00:08:19,160 Speaker 1: certain male gamers who didn't want them in their world. 140 00:08:19,560 --> 00:08:22,920 Speaker 1: That had real world consequences, and there was a backlash 141 00:08:22,960 --> 00:08:26,960 Speaker 1: from it. But as you also say, sometimes it's overblown 142 00:08:27,360 --> 00:08:29,600 Speaker 1: the amount to which what happens in the gaming world 143 00:08:29,720 --> 00:08:33,000 Speaker 1: then comes into real life. So when you look at 144 00:08:33,080 --> 00:08:34,640 Speaker 1: this as you do all the time, how do you 145 00:08:34,720 --> 00:08:37,480 Speaker 1: weigh and measure how concerned people should be about white 146 00:08:37,520 --> 00:08:42,040 Speaker 1: supremacy in the online gaming world. I think it's husually 147 00:08:42,080 --> 00:08:45,079 Speaker 1: alarming that teen and preteen gamers have been exposed to 148 00:08:45,080 --> 00:08:47,600 Speaker 1: white supremacist views of a video games. And by the way, 149 00:08:47,640 --> 00:08:51,000 Speaker 1: it's one in five adults um and that was double 150 00:08:51,080 --> 00:08:55,480 Speaker 1: the rate in two thousand one. So this is clearly 151 00:08:55,600 --> 00:08:57,880 Speaker 1: an issue, and it's something that a lot of researchers 152 00:08:57,920 --> 00:09:01,199 Speaker 1: are begging gaming companies to take more seriously. I think 153 00:09:01,280 --> 00:09:05,559 Speaker 1: that parents should be extremely concerned about the people who 154 00:09:05,760 --> 00:09:09,880 Speaker 1: their kids are associating with over the internet in online games, 155 00:09:10,080 --> 00:09:15,319 Speaker 1: because online games are communication channels, and you're not just 156 00:09:15,440 --> 00:09:18,000 Speaker 1: playing an online game with someone when you really click 157 00:09:18,080 --> 00:09:22,199 Speaker 1: with them, you're also friending them on Instagram, communicating with 158 00:09:22,360 --> 00:09:25,480 Speaker 1: them over the gaming chat app discord, maybe you're following 159 00:09:25,559 --> 00:09:28,360 Speaker 1: them on Twitter. You know, it's not limited to the 160 00:09:28,480 --> 00:09:31,040 Speaker 1: video game. So I think we should take it seriously. 161 00:09:31,520 --> 00:09:34,240 Speaker 1: At the same time, I think it's really important to 162 00:09:34,320 --> 00:09:37,200 Speaker 1: understand exactly what we're talking about, which is not an 163 00:09:37,240 --> 00:09:41,439 Speaker 1: issue that's localized to video games, but an issue that 164 00:09:41,840 --> 00:09:45,240 Speaker 1: is integral to the nature of social media. There are 165 00:09:45,280 --> 00:09:47,880 Speaker 1: a lot of companies out there that have huge populations 166 00:09:48,000 --> 00:09:53,880 Speaker 1: of users and don't think about moderation upfront, don't think 167 00:09:53,920 --> 00:09:59,920 Speaker 1: about how to cultivate communities that are inclusive and not harmful. 168 00:10:00,480 --> 00:10:03,679 Speaker 1: And that's a major design problem and a major philosophy 169 00:10:03,720 --> 00:10:07,439 Speaker 1: problem that we've seen on Twitter, on Facebook, everywhere on 170 00:10:07,480 --> 00:10:10,800 Speaker 1: the internet, and gaming companies are not at all excluded 171 00:10:10,840 --> 00:10:15,280 Speaker 1: from that. Cecily, you don't just cover to the gaming industry. 172 00:10:15,320 --> 00:10:18,679 Speaker 1: You play games a lot yourself. Have you encountered this 173 00:10:18,760 --> 00:10:22,080 Speaker 1: sort of thing just in you're playing of these games? Yeah, 174 00:10:22,240 --> 00:10:23,800 Speaker 1: I mean you can tell that I have like a 175 00:10:23,880 --> 00:10:27,360 Speaker 1: feminine voice, and so when I play video games over 176 00:10:27,440 --> 00:10:30,079 Speaker 1: voice chat, and I really like playing competitive games in particular, 177 00:10:30,679 --> 00:10:32,880 Speaker 1: I have received a lot of comments that I would 178 00:10:32,920 --> 00:10:36,199 Speaker 1: describe as heinous and unwelcome when I'm just trying to 179 00:10:36,360 --> 00:10:38,640 Speaker 1: sort of hang out after work. And a lot of 180 00:10:38,720 --> 00:10:41,839 Speaker 1: people experience that based on the way that there voice 181 00:10:41,880 --> 00:10:46,520 Speaker 1: sounds or details that they share over video games. And 182 00:10:47,160 --> 00:10:51,800 Speaker 1: it's on gaming companies to create more inclusive environments where 183 00:10:52,360 --> 00:10:56,200 Speaker 1: people can feel safer just enjoying their hobby after work. 184 00:10:56,240 --> 00:10:59,760 Speaker 1: It's something that's pushed a lot of women and minorities 185 00:11:00,040 --> 00:11:03,520 Speaker 1: of gaming culture, and that's not fair because half of 186 00:11:03,600 --> 00:11:06,120 Speaker 1: gamers are women, and a lot of us will just 187 00:11:06,200 --> 00:11:07,920 Speaker 1: sort of do it in private and playing a single 188 00:11:08,000 --> 00:11:10,400 Speaker 1: player games. Um have talked to a lot of women 189 00:11:10,440 --> 00:11:12,960 Speaker 1: who don't play multiplayer games, even though they enjoy them, 190 00:11:13,400 --> 00:11:16,079 Speaker 1: because in order to be good at the game, a 191 00:11:16,120 --> 00:11:18,000 Speaker 1: lot of the time you do have to be communicating 192 00:11:18,040 --> 00:11:19,679 Speaker 1: with your voice, and they just don't want to deal 193 00:11:19,760 --> 00:11:22,000 Speaker 1: with it. And so how do you design a game 194 00:11:22,040 --> 00:11:23,880 Speaker 1: to do that? Is it that it shuts you down 195 00:11:23,960 --> 00:11:28,400 Speaker 1: if you use a certain language or behavior. It's kind 196 00:11:28,440 --> 00:11:31,200 Speaker 1: of the million dollar question. It's probably a multimillion dollar 197 00:11:31,320 --> 00:11:34,400 Speaker 1: question at this point. But what scientists say who study 198 00:11:34,520 --> 00:11:37,040 Speaker 1: this is that if you make it really easy to 199 00:11:37,160 --> 00:11:40,680 Speaker 1: report people in video games and make the report forms 200 00:11:40,840 --> 00:11:44,240 Speaker 1: extremely easy to decipher, both for the person who is 201 00:11:44,280 --> 00:11:47,079 Speaker 1: reporting and the person who takes the report, more people 202 00:11:47,120 --> 00:11:49,959 Speaker 1: will actually participate in that system. Plus, if you give 203 00:11:50,040 --> 00:11:53,920 Speaker 1: people positive reinforcement for doing a report, So for example, 204 00:11:53,960 --> 00:11:55,960 Speaker 1: if you tell them like, hey, that person you reported 205 00:11:56,040 --> 00:11:58,360 Speaker 1: was actually banned later, they're going to feel like the 206 00:11:58,440 --> 00:12:00,520 Speaker 1: loop was closed and they were reward for doing a 207 00:12:00,600 --> 00:12:03,520 Speaker 1: good thing. Where do you see this heading. Do you 208 00:12:03,679 --> 00:12:07,240 Speaker 1: think that gaming becomes a kinder, gentler place in the 209 00:12:07,320 --> 00:12:09,880 Speaker 1: next three years, five years, or do you think that 210 00:12:10,080 --> 00:12:13,760 Speaker 1: things become more abrasive. I think it's going to go 211 00:12:13,840 --> 00:12:17,360 Speaker 1: in both directions, because, as we saw with this Anti 212 00:12:17,440 --> 00:12:22,480 Speaker 1: Defamation League survey, exposure to white supremacists beliefs inside of 213 00:12:22,520 --> 00:12:25,480 Speaker 1: online games doubled between two thousand twenty one and two 214 00:12:25,520 --> 00:12:28,920 Speaker 1: thousand twenty two. That is a huge issue, in alarming 215 00:12:29,000 --> 00:12:32,280 Speaker 1: and definitely points to the need for gaming companies and 216 00:12:32,320 --> 00:12:36,920 Speaker 1: potentially even politicians to address this at the same time. 217 00:12:37,480 --> 00:12:41,240 Speaker 1: Never before in history have gaming companies taken as seriously 218 00:12:41,480 --> 00:12:44,079 Speaker 1: the need to moderate their platforms on the level that 219 00:12:44,200 --> 00:12:48,200 Speaker 1: social media companies moderate their platforms. Gaming companies have hired 220 00:12:48,559 --> 00:12:54,559 Speaker 1: cognitive scientists, sociologists, experts, and extremism to keep their platforms inclusive, 221 00:12:54,920 --> 00:12:57,200 Speaker 1: um so everybody can enjoy their games and everyone can 222 00:12:57,240 --> 00:13:00,319 Speaker 1: also buy their games. It doesn't seem, though, into this 223 00:13:00,360 --> 00:13:04,079 Speaker 1: Anti Defamation League survey, that gaming companies are doing anywhere 224 00:13:04,240 --> 00:13:09,400 Speaker 1: near enough to mitigate the exposure of white supremacist beliefs 225 00:13:09,520 --> 00:13:15,000 Speaker 1: to gamers and young teens. Cecilia Denastasio, thanks so much 226 00:13:15,000 --> 00:13:17,559 Speaker 1: for talking with me today. Thank you for having me. 227 00:13:18,600 --> 00:13:22,000 Speaker 1: When we come back showing game makers how to stamp 228 00:13:22,080 --> 00:13:33,199 Speaker 1: out extremism. Let's continue this conversation with someone who studies 229 00:13:33,360 --> 00:13:38,400 Speaker 1: online extremism for a living. Alex new House is deputy 230 00:13:38,440 --> 00:13:43,880 Speaker 1: director of the Middlebury Institute Center on Terrorism, Extremism and 231 00:13:44,120 --> 00:13:47,880 Speaker 1: counter Terrorism, and he joins me, now, can you tell 232 00:13:47,920 --> 00:13:50,719 Speaker 1: me first, what's is the Center on Terrorism, Extremism and 233 00:13:51,000 --> 00:13:54,880 Speaker 1: counter Terrorism? Do so are sort of like top level 234 00:13:54,920 --> 00:13:57,720 Speaker 1: elevator pitch is that we're a mixed methods research center 235 00:13:57,920 --> 00:14:01,240 Speaker 1: that's operating out sort of the emerging tech, emerging trends 236 00:14:01,280 --> 00:14:05,520 Speaker 1: space in especially right wing extremism, but also extremism broadly. 237 00:14:05,880 --> 00:14:08,320 Speaker 1: And what that means is that we specialize in primarily 238 00:14:08,440 --> 00:14:11,800 Speaker 1: the study of online extremism on things like social media platforms, 239 00:14:12,280 --> 00:14:16,199 Speaker 1: alternative tech platforms, and also video games. So today we're 240 00:14:16,200 --> 00:14:19,720 Speaker 1: of course talking about extremism um on online gaming. And 241 00:14:20,160 --> 00:14:23,640 Speaker 1: last September you got a grant from the Department of 242 00:14:23,680 --> 00:14:26,440 Speaker 1: Homeland Security to actually study this. What is that money 243 00:14:26,560 --> 00:14:30,360 Speaker 1: being used for? Yeah, we got awarded almost seven thousand 244 00:14:30,400 --> 00:14:32,720 Speaker 1: dollars to run a project that is actually going to 245 00:14:32,960 --> 00:14:36,480 Speaker 1: developers game developers across the country and also in Canada 246 00:14:36,640 --> 00:14:39,960 Speaker 1: to talk with them about their processes and knowledge and 247 00:14:40,000 --> 00:14:44,240 Speaker 1: awareness of the issues of extremist exploitation and games. So broadly, 248 00:14:44,280 --> 00:14:46,640 Speaker 1: what we're trying to do is create basically a baseline 249 00:14:46,640 --> 00:14:50,120 Speaker 1: for understanding one, how prevalent is extremism in games, because 250 00:14:50,160 --> 00:14:53,640 Speaker 1: that's still a pretty open question, and too, how prevalent 251 00:14:53,800 --> 00:14:56,680 Speaker 1: is knowledge of these things at the game developer levels, 252 00:14:56,840 --> 00:14:59,440 Speaker 1: How do they think about the issue of extremism and games, 253 00:14:59,520 --> 00:15:01,480 Speaker 1: And is there's some way that we can actually help 254 00:15:01,560 --> 00:15:04,280 Speaker 1: them get better and build capacity and understanding how to 255 00:15:04,360 --> 00:15:08,480 Speaker 1: resist that. So let's take those two things a part, 256 00:15:08,520 --> 00:15:10,800 Speaker 1: because they kind of have the big the twin problems. 257 00:15:11,280 --> 00:15:15,760 Speaker 1: In your research, how prevalent do you find this online extremism, 258 00:15:15,960 --> 00:15:20,640 Speaker 1: these ideologies are in gaming. So one thing we absolutely 259 00:15:20,720 --> 00:15:23,280 Speaker 1: know for sure is that white supremacists and far red 260 00:15:23,320 --> 00:15:26,800 Speaker 1: extremists in general, especially the very very extreme ones we're 261 00:15:26,840 --> 00:15:30,440 Speaker 1: talking like accelerationist actors, the ones who literally believe in 262 00:15:30,640 --> 00:15:34,120 Speaker 1: bringing about the apocalypse, are actively using all sorts of 263 00:15:34,160 --> 00:15:39,720 Speaker 1: different games for the purposes of identity creation, communication, organization, recruitment. 264 00:15:39,800 --> 00:15:41,880 Speaker 1: Those kinds of things. But one of the things that 265 00:15:42,120 --> 00:15:44,160 Speaker 1: we're trying to do in this project is just figure out, 266 00:15:44,240 --> 00:15:46,720 Speaker 1: like what is the extent of that, because right now 267 00:15:46,880 --> 00:15:49,240 Speaker 1: we know that they exist, we do not know the 268 00:15:49,400 --> 00:15:51,480 Speaker 1: actual sort of extent of it, the volume of it, 269 00:15:51,680 --> 00:15:54,400 Speaker 1: and the prevalence of it in these games. So when 270 00:15:54,440 --> 00:15:58,440 Speaker 1: you say they are participating in these games, using these games, 271 00:15:58,960 --> 00:16:02,000 Speaker 1: what exactly are they doing when they're on the gaming platforms. 272 00:16:02,600 --> 00:16:04,560 Speaker 1: It really depends on the type of games. So a 273 00:16:04,640 --> 00:16:07,960 Speaker 1: lot of games, especially the creation ones, will have some 274 00:16:08,160 --> 00:16:11,520 Speaker 1: types of social networking features in them. For instance, the 275 00:16:11,720 --> 00:16:14,760 Speaker 1: use of groups which are like clans or you know, 276 00:16:14,920 --> 00:16:18,000 Speaker 1: like small, small, you know, sets of individuals. The names 277 00:16:18,040 --> 00:16:22,280 Speaker 1: of those groups are references to white supremacist terrorist organizations, 278 00:16:22,640 --> 00:16:24,640 Speaker 1: and these are the show of characters that you're role 279 00:16:24,680 --> 00:16:26,720 Speaker 1: playing in the game, right in the types of like 280 00:16:26,920 --> 00:16:30,080 Speaker 1: organizations that the players are creating and coming together to form. 281 00:16:30,520 --> 00:16:33,600 Speaker 1: So we've seen everything from like an individual users user 282 00:16:33,680 --> 00:16:36,640 Speaker 1: name that references the christ Church, New Zealand mat shooter 283 00:16:36,960 --> 00:16:40,000 Speaker 1: all the way up to like entire groups of hundreds 284 00:16:40,040 --> 00:16:43,520 Speaker 1: of individuals that are references to like nineteen seventies white 285 00:16:43,520 --> 00:16:48,520 Speaker 1: supremacist terrorist organizations or designated far right terrorist organizations throughout 286 00:16:48,560 --> 00:16:51,200 Speaker 1: the world. So that's obviously like the big one, like 287 00:16:51,440 --> 00:16:54,040 Speaker 1: this sort of use of all of the different features 288 00:16:54,080 --> 00:16:56,720 Speaker 1: of a game for the purpose of promoting and organizing 289 00:16:56,760 --> 00:16:59,480 Speaker 1: their activities, but we also see some like more minor 290 00:16:59,560 --> 00:17:03,200 Speaker 1: indicating years. For instance, I've found references on like the 291 00:17:03,280 --> 00:17:06,680 Speaker 1: Call of Duty leaderboard justin user names on the leaderboard 292 00:17:06,760 --> 00:17:10,440 Speaker 1: to like Heinrich Himler, Adolf Hitler, Nazi regime. So it 293 00:17:10,520 --> 00:17:12,760 Speaker 1: really runs the gamut. One of the big challenges for 294 00:17:12,880 --> 00:17:15,520 Speaker 1: me and tracking this is like there are so many 295 00:17:15,600 --> 00:17:18,640 Speaker 1: different vectors of attack, of vectors of misuse on these 296 00:17:18,680 --> 00:17:20,280 Speaker 1: games that it's actually hard to kind of get a 297 00:17:20,359 --> 00:17:25,080 Speaker 1: handle on. So that's what they're doing online and how 298 00:17:25,119 --> 00:17:27,359 Speaker 1: they're using these games. And the second part you mentioned 299 00:17:27,520 --> 00:17:31,320 Speaker 1: was how aware the gaming platforms themselves are of it 300 00:17:31,440 --> 00:17:35,560 Speaker 1: and what they're doing to counteract it. Absolutely, and this 301 00:17:35,840 --> 00:17:39,880 Speaker 1: also is a huge spectrum. There are many different types 302 00:17:39,920 --> 00:17:42,480 Speaker 1: of game developers that range in size from a single 303 00:17:42,600 --> 00:17:44,359 Speaker 1: person all the way up to the big ones that 304 00:17:44,480 --> 00:17:47,720 Speaker 1: have tens of thousands of employees across the world, and 305 00:17:47,880 --> 00:17:50,840 Speaker 1: so sort of correspondingly, there's going to be a huge 306 00:17:50,960 --> 00:17:53,680 Speaker 1: range and awareness of these issues, But overall, what we 307 00:17:53,760 --> 00:17:57,000 Speaker 1: find is that video game developers as a whole aren't 308 00:17:57,040 --> 00:17:59,399 Speaker 1: thinking about these issues in the same way that like 309 00:18:00,000 --> 00:18:03,200 Speaker 1: Facebook and Google and Microsoft are in general. And that's 310 00:18:03,200 --> 00:18:07,119 Speaker 1: because the social networking aspects of games, the vectors that 311 00:18:07,280 --> 00:18:10,520 Speaker 1: they exploit in games, are sort of secondary to the 312 00:18:10,600 --> 00:18:13,760 Speaker 1: central aspect of games, which is actually like the playing 313 00:18:13,840 --> 00:18:15,720 Speaker 1: of it and the mechanics of the game that you're 314 00:18:15,800 --> 00:18:20,040 Speaker 1: interacting with. And so as a result, the moderation of 315 00:18:20,119 --> 00:18:23,680 Speaker 1: those social network features, the awareness, and the policies that 316 00:18:23,720 --> 00:18:26,560 Speaker 1: are in place to mitigate exploitation of them has been 317 00:18:26,600 --> 00:18:30,080 Speaker 1: sort of secondary compared to the big social media companies. 318 00:18:30,320 --> 00:18:32,200 Speaker 1: A lot of this project is filling in those gaps, 319 00:18:32,280 --> 00:18:35,520 Speaker 1: is trying to connect different companies together and then also 320 00:18:35,560 --> 00:18:37,679 Speaker 1: show them that like, hey, this is a huge problem. 321 00:18:37,920 --> 00:18:40,639 Speaker 1: It's probably increasing in prevalence, and this isn't going to 322 00:18:40,680 --> 00:18:43,720 Speaker 1: go away on its own. And what's the response from 323 00:18:43,720 --> 00:18:45,719 Speaker 1: the gaming industry when you go to them and say, hey, 324 00:18:45,760 --> 00:18:47,800 Speaker 1: we're doing this project, We're gonna try and come up 325 00:18:47,840 --> 00:18:50,720 Speaker 1: with best practices to get rid of this, help you out. 326 00:18:51,040 --> 00:18:55,760 Speaker 1: Are they very eager to work with you? It is? Uh, 327 00:18:56,160 --> 00:18:58,960 Speaker 1: it's a mixed bag. We have found um some developers 328 00:18:59,000 --> 00:19:01,960 Speaker 1: are very very eager to work with us. Others sometimes 329 00:19:02,040 --> 00:19:04,080 Speaker 1: have to be a little bit scared into it, and 330 00:19:04,160 --> 00:19:06,399 Speaker 1: this is something that my research center works in the 331 00:19:06,480 --> 00:19:09,000 Speaker 1: tech sector as well. As you know. There are some 332 00:19:09,440 --> 00:19:11,560 Speaker 1: companies that are fully aware of the problem and actually 333 00:19:11,680 --> 00:19:13,600 Speaker 1: actively come to us and ask us for help and 334 00:19:13,640 --> 00:19:15,639 Speaker 1: getting a handle on it. And there are others that 335 00:19:16,119 --> 00:19:19,199 Speaker 1: we have to put together a suite of examples that say, hey, 336 00:19:19,280 --> 00:19:21,919 Speaker 1: do you know that there's a designated terrorist organization operating 337 00:19:21,960 --> 00:19:24,159 Speaker 1: on your platform currently? And they say no, and then 338 00:19:24,200 --> 00:19:25,879 Speaker 1: we're like, hey, we can help you deal with that. 339 00:19:26,440 --> 00:19:28,440 Speaker 1: If we don't have that sort of the aspect of 340 00:19:28,840 --> 00:19:31,480 Speaker 1: giving them examples and and telling them we're here to 341 00:19:31,560 --> 00:19:33,960 Speaker 1: help you, We're not here to tear you down, a 342 00:19:34,040 --> 00:19:35,720 Speaker 1: lot of times we will get a bit of a 343 00:19:35,760 --> 00:19:39,080 Speaker 1: cold shoulder. As awareness of these issues increase, in coverage 344 00:19:39,080 --> 00:19:42,120 Speaker 1: of them, in public, pressure on these companies increases. Over time, 345 00:19:42,680 --> 00:19:44,520 Speaker 1: that has been changing and we have seen a lot 346 00:19:44,560 --> 00:19:47,760 Speaker 1: more cooperation over the past even six months relative to 347 00:19:47,800 --> 00:19:50,040 Speaker 1: the last year, but we do still find that there 348 00:19:50,240 --> 00:19:53,080 Speaker 1: is a reticence on the part of some people in 349 00:19:53,160 --> 00:19:56,040 Speaker 1: the games industry to address these issues. It's easier in 350 00:19:56,119 --> 00:19:58,160 Speaker 1: some cases to ignore it and hope that it doesn't 351 00:19:58,160 --> 00:19:59,920 Speaker 1: exist than it is to take it on and ignore 352 00:20:00,040 --> 00:20:03,320 Speaker 1: ug that you have a bunch of potential terrorists using 353 00:20:03,359 --> 00:20:07,840 Speaker 1: your platform. You would think that a gaming platform would 354 00:20:07,920 --> 00:20:11,200 Speaker 1: really want to stamp this out rather than allow it's 355 00:20:11,400 --> 00:20:15,040 Speaker 1: a game to become a place where toxic culture spreads, 356 00:20:15,040 --> 00:20:18,080 Speaker 1: which can't really be very good for business, right And 357 00:20:18,520 --> 00:20:20,920 Speaker 1: that's one of our big arguments is that this is 358 00:20:21,160 --> 00:20:26,760 Speaker 1: absolutely a huge negative aspect and it has a massive, 359 00:20:27,119 --> 00:20:29,720 Speaker 1: massively negative impact on the health of the community that 360 00:20:29,760 --> 00:20:32,080 Speaker 1: they're trying to build. The problem is that, you know, 361 00:20:32,200 --> 00:20:34,520 Speaker 1: putting together a trust and safety team from scratch is 362 00:20:34,640 --> 00:20:38,240 Speaker 1: very expensive, and building content policies to try to address 363 00:20:38,280 --> 00:20:40,199 Speaker 1: these kinds of things in a more nuanced way can 364 00:20:40,280 --> 00:20:42,760 Speaker 1: be very expensive. One of the things that we've noticed 365 00:20:42,880 --> 00:20:46,199 Speaker 1: is that with this Homeland Security grant, with the backing 366 00:20:46,280 --> 00:20:49,119 Speaker 1: of the US government, and with the space to actually 367 00:20:49,240 --> 00:20:51,600 Speaker 1: go to companies and say, hey, we want to help you. 368 00:20:51,960 --> 00:20:54,280 Speaker 1: You don't have to give us money, we want to 369 00:20:54,320 --> 00:20:56,879 Speaker 1: help you build these best practices, there's more appetite for it. 370 00:20:57,200 --> 00:21:00,320 Speaker 1: Turns out people like to get some help if, especially 371 00:21:00,359 --> 00:21:01,800 Speaker 1: if they don't have to do it alone, and they 372 00:21:01,840 --> 00:21:03,359 Speaker 1: don't have to spend a ton of money on it. 373 00:21:03,640 --> 00:21:06,040 Speaker 1: The reaction has been pretty positive. We found a lot 374 00:21:06,080 --> 00:21:09,359 Speaker 1: of people in the games industry to be willing to 375 00:21:10,280 --> 00:21:20,960 Speaker 1: confront that kind of process. We'll be right back. Why 376 00:21:21,000 --> 00:21:23,920 Speaker 1: do you think extremism is so common on games? There's 377 00:21:23,920 --> 00:21:26,200 Speaker 1: so many different kinds of games, and yet it seems 378 00:21:26,240 --> 00:21:29,119 Speaker 1: to be very widespread across genres. What it is it 379 00:21:29,280 --> 00:21:32,840 Speaker 1: about online gaming that makes it such an attractive place 380 00:21:32,920 --> 00:21:36,240 Speaker 1: for extremism. There's two elements to this. So the first 381 00:21:36,280 --> 00:21:38,840 Speaker 1: one is the more straightforward one, which is that you know, 382 00:21:39,200 --> 00:21:41,560 Speaker 1: generally most of the individuals who are participating in them 383 00:21:41,720 --> 00:21:45,760 Speaker 1: are young. They're under thirty in the vast majority of cases. 384 00:21:46,000 --> 00:21:48,560 Speaker 1: A lot of the accelerationist groups that we study were 385 00:21:48,560 --> 00:21:51,800 Speaker 1: founded by teenagers and recruit teenagers right out of high school. 386 00:21:51,960 --> 00:21:54,640 Speaker 1: And ultimately, teenagers are spending a lot of their time 387 00:21:54,680 --> 00:21:56,399 Speaker 1: on all sorts of different games, and it's just a 388 00:21:56,480 --> 00:21:59,520 Speaker 1: nature of where the mainstream youth culture goes so to 389 00:21:59,720 --> 00:22:03,080 Speaker 1: do extremists. This idea that games provide some sort of 390 00:22:03,240 --> 00:22:07,440 Speaker 1: unique social bonding opportunities is a very powerful one and 391 00:22:07,520 --> 00:22:09,960 Speaker 1: it has been used and studied for years on the 392 00:22:10,000 --> 00:22:12,959 Speaker 1: positive sense of like friendships are made in games more 393 00:22:13,040 --> 00:22:14,920 Speaker 1: easily than they are in other types of social media 394 00:22:14,960 --> 00:22:17,560 Speaker 1: and that kind of thing. But we've just recently started 395 00:22:17,680 --> 00:22:20,640 Speaker 1: untangling the negative aspects of that, the potential for those 396 00:22:21,240 --> 00:22:23,680 Speaker 1: really strong social bonds to actually have that sort of 397 00:22:23,760 --> 00:22:27,520 Speaker 1: darker element to it. Extremists don't have, you know, all 398 00:22:27,520 --> 00:22:29,359 Speaker 1: of this social science data to back them up, but 399 00:22:29,440 --> 00:22:32,040 Speaker 1: there is this sort of sense among them, and I've 400 00:22:32,080 --> 00:22:34,800 Speaker 1: seen this in chat rooms that games provide this sort 401 00:22:34,840 --> 00:22:41,119 Speaker 1: of particularly amenable area for recruitment, for mobilization, for radicalization, 402 00:22:41,280 --> 00:22:43,760 Speaker 1: for getting people into that frame of mind to be 403 00:22:43,920 --> 00:22:46,760 Speaker 1: more amenable to carrying out violent action or to be 404 00:22:46,880 --> 00:22:52,680 Speaker 1: more dedicated to the cause of the extremist organization. You know, 405 00:22:52,760 --> 00:22:55,680 Speaker 1: one of the arguments that people in the gaming community 406 00:22:55,760 --> 00:22:57,720 Speaker 1: made for years, and I think it's backed up by research, 407 00:22:57,840 --> 00:23:01,000 Speaker 1: is that playing video games doesn't necessar ssarily caused violent 408 00:23:01,040 --> 00:23:05,639 Speaker 1: behavior in real life. Is the idea of recruiting people 409 00:23:05,920 --> 00:23:09,359 Speaker 1: into extremist groups to bring them into extremist ideology is 410 00:23:09,480 --> 00:23:12,200 Speaker 1: different from that. The studies have backed up this idea 411 00:23:12,320 --> 00:23:15,240 Speaker 1: that like playing violent video games, the consumption of violent 412 00:23:15,320 --> 00:23:18,359 Speaker 1: content does not have a direct link to violence in 413 00:23:18,359 --> 00:23:21,399 Speaker 1: the real world. What we are currently working on right 414 00:23:21,440 --> 00:23:24,520 Speaker 1: now is a more indirect, more sort of amorphous relationship. 415 00:23:24,880 --> 00:23:29,639 Speaker 1: We're not focusing on content necessarily really at all. Um 416 00:23:29,720 --> 00:23:31,879 Speaker 1: we may in the future start looking at content a 417 00:23:31,920 --> 00:23:35,119 Speaker 1: little more seriously. We think that there may be some actual, 418 00:23:35,520 --> 00:23:40,200 Speaker 1: some like nuanced indirect relationships with the actual content. But 419 00:23:41,040 --> 00:23:43,000 Speaker 1: for the moment, what we're looking at is actually the 420 00:23:43,200 --> 00:23:45,800 Speaker 1: relationships that are built in game, and that is very 421 00:23:45,920 --> 00:23:48,159 Speaker 1: different than what the type of game actually is. And 422 00:23:48,240 --> 00:23:51,360 Speaker 1: it's what we find is that, like it's really sort 423 00:23:51,400 --> 00:23:54,600 Speaker 1: of the nature of games broadly, the way that that 424 00:23:54,720 --> 00:23:58,919 Speaker 1: social interactions within games happen that is driving this possibility 425 00:23:59,000 --> 00:24:02,320 Speaker 1: of like an increasable ability to extremism and radicalization. That 426 00:24:02,440 --> 00:24:05,040 Speaker 1: is very very different than the old school theory of 427 00:24:05,160 --> 00:24:08,680 Speaker 1: like you play Call of Duty, you become a mass shooter. Really, 428 00:24:08,720 --> 00:24:11,720 Speaker 1: what it's talking about is like you are more likely 429 00:24:11,800 --> 00:24:15,000 Speaker 1: to find the type of community and to be primed 430 00:24:15,440 --> 00:24:18,560 Speaker 1: mentally to be integrated into those types of communities that 431 00:24:18,840 --> 00:24:23,000 Speaker 1: have a pension for promotion of white supremacy or inciting 432 00:24:23,000 --> 00:24:25,560 Speaker 1: real world violence, then you would if you weren't playing 433 00:24:25,640 --> 00:24:28,280 Speaker 1: games to that level. We're still in the very nascent 434 00:24:28,320 --> 00:24:32,800 Speaker 1: stages of untangling these types of correlations, and they're probably 435 00:24:32,840 --> 00:24:36,280 Speaker 1: going to end up being very complex, but we're starting 436 00:24:36,359 --> 00:24:38,880 Speaker 1: to get a sense of like, there is definitely something 437 00:24:38,960 --> 00:24:42,600 Speaker 1: going on in the video games space that is unsavory 438 00:24:42,760 --> 00:24:44,560 Speaker 1: and that is not something that we want to promote. 439 00:24:44,920 --> 00:24:47,240 Speaker 1: There's this whole setup, there's this whole mental state that 440 00:24:47,320 --> 00:24:50,639 Speaker 1: you enter, There's this whole set of social interactions that 441 00:24:50,880 --> 00:24:54,920 Speaker 1: you encounter in games that may predispose you to being 442 00:24:55,119 --> 00:24:58,920 Speaker 1: more likely to be radicalized. It is estimated that women 443 00:24:59,320 --> 00:25:02,520 Speaker 1: now make up about half of all gamers, and yet 444 00:25:02,560 --> 00:25:05,200 Speaker 1: women and girls say they're still treated like a minority 445 00:25:05,400 --> 00:25:11,600 Speaker 1: and often face harassment in addition to extremism. For many years, 446 00:25:11,680 --> 00:25:14,119 Speaker 1: there's been a problem of hostile and environment to women, 447 00:25:14,200 --> 00:25:17,440 Speaker 1: to l g B t Q game players. Is that 448 00:25:17,560 --> 00:25:19,600 Speaker 1: something that you're also studying. Is a part of this 449 00:25:19,720 --> 00:25:23,320 Speaker 1: look at the culture of games? Yeah. Absolutely. What's really 450 00:25:23,359 --> 00:25:26,359 Speaker 1: fascinating is that we've known for decades that game culture 451 00:25:26,480 --> 00:25:31,080 Speaker 1: has an unfortunate close proximity to toxicity and especially sexism, misogyny, 452 00:25:31,240 --> 00:25:33,680 Speaker 1: anti l g B t Q action, those kinds of things. 453 00:25:34,000 --> 00:25:36,440 Speaker 1: The study of extremism and games is relatively new. The 454 00:25:36,480 --> 00:25:40,280 Speaker 1: study of toxicity and games has substantial history, so we 455 00:25:40,320 --> 00:25:43,800 Speaker 1: can kind of use the study of that of toxicity 456 00:25:43,920 --> 00:25:47,960 Speaker 1: as a proxy for fighting indicators of extremist activity twenty 457 00:25:48,040 --> 00:25:50,800 Speaker 1: years ago, thirty years ago, even though people weren't thinking 458 00:25:50,800 --> 00:25:52,920 Speaker 1: about it in the same way then, um. And the 459 00:25:52,960 --> 00:25:55,280 Speaker 1: reason for that is because toxicity is, in a lot 460 00:25:55,320 --> 00:25:59,440 Speaker 1: of cases a tactic used by extremists for a whole 461 00:25:59,480 --> 00:26:02,720 Speaker 1: host of things, for encouraging participants to be more primed 462 00:26:02,760 --> 00:26:07,320 Speaker 1: to getting radicalized, for undertaking their own ideological goals. Harassment 463 00:26:07,359 --> 00:26:10,600 Speaker 1: and hate are tools used by white supremacists for the 464 00:26:10,680 --> 00:26:14,280 Speaker 1: purposes of intimidating their enemies and encouraging their sort of 465 00:26:14,320 --> 00:26:17,600 Speaker 1: in group to be more collaborative with each other and 466 00:26:17,920 --> 00:26:20,440 Speaker 1: more loyal to the end group rather than the out group. 467 00:26:21,160 --> 00:26:25,160 Speaker 1: That isn't to say that all toxic players are extremists. Rather, 468 00:26:25,480 --> 00:26:28,520 Speaker 1: toxicity is just one set of tools that are used 469 00:26:28,560 --> 00:26:31,840 Speaker 1: by extremists pretty frequently and often very frequently in games 470 00:26:32,160 --> 00:26:35,520 Speaker 1: and the two thousands, when coordinated harassment campaigns were first 471 00:26:35,560 --> 00:26:38,280 Speaker 1: getting innovated, a lot of times they were getting innovated 472 00:26:38,359 --> 00:26:42,520 Speaker 1: in games spaces like early virtual world SIMS, early social 473 00:26:42,560 --> 00:26:45,800 Speaker 1: networking games like Second Life and other types of games 474 00:26:45,880 --> 00:26:49,399 Speaker 1: like that, that was where these like decentralized networks of 475 00:26:49,560 --> 00:26:52,760 Speaker 1: of toxic actors would be coordinating and carrying out their 476 00:26:52,800 --> 00:26:54,920 Speaker 1: campaigns of harassment. And so a lot of what we 477 00:26:55,000 --> 00:26:59,800 Speaker 1: see in toxicity broadly across the Internet was really innovated 478 00:27:00,000 --> 00:27:02,840 Speaker 1: in video games. So there's a really fascinating relationship there, 479 00:27:02,920 --> 00:27:05,560 Speaker 1: and a lot of those people early on who innovated 480 00:27:05,640 --> 00:27:08,880 Speaker 1: that the toxic actions ended up becoming rightly and stream 481 00:27:08,920 --> 00:27:13,520 Speaker 1: most later on. I suppose if you're a person, especially 482 00:27:13,560 --> 00:27:15,680 Speaker 1: a young person, who does not feel very powerful in 483 00:27:15,800 --> 00:27:19,040 Speaker 1: your regular life, coming into an online world where you 484 00:27:19,200 --> 00:27:22,560 Speaker 1: can essentially be a bully of others can make you 485 00:27:22,800 --> 00:27:25,760 Speaker 1: feel powerful. Yeah, and you have all these networks both 486 00:27:25,800 --> 00:27:27,879 Speaker 1: in game and in the game ad Jason spaces that 487 00:27:28,359 --> 00:27:31,000 Speaker 1: are telling you that what you're doing is right and 488 00:27:31,160 --> 00:27:34,399 Speaker 1: celebrating you and giving you friendships and giving you that 489 00:27:34,520 --> 00:27:37,720 Speaker 1: sort of like those dopamine hits of positive social interactions. 490 00:27:38,119 --> 00:27:40,440 Speaker 1: One of the things I always remind games industry people 491 00:27:40,520 --> 00:27:43,440 Speaker 1: is that this focus on toxic content is great and 492 00:27:43,560 --> 00:27:45,560 Speaker 1: we need to crack down on it. But the problem 493 00:27:45,680 --> 00:27:49,119 Speaker 1: is toxicity is a negative relationship like the person carrying 494 00:27:49,160 --> 00:27:51,920 Speaker 1: it out is trying to make the target feel intimidated, 495 00:27:52,040 --> 00:27:54,560 Speaker 1: is make them feel bad, and so self reports are 496 00:27:54,600 --> 00:27:58,320 Speaker 1: easier to generate and take action against radicalization. So the 497 00:27:58,400 --> 00:28:01,840 Speaker 1: person who carries out the harassment then gets radicalized by 498 00:28:01,880 --> 00:28:05,719 Speaker 1: a community who's celebrating them. All of those radicalization interactions 499 00:28:05,840 --> 00:28:08,760 Speaker 1: are very positive. The target of the radicalization is supposed 500 00:28:08,800 --> 00:28:11,760 Speaker 1: to feel welcomed, they're supposed to feel connected, they're supposed 501 00:28:11,760 --> 00:28:14,520 Speaker 1: to feel rewarded, and that is really really hard to 502 00:28:14,640 --> 00:28:18,800 Speaker 1: detect solely from like self reports or from a reactive sense, 503 00:28:18,880 --> 00:28:21,320 Speaker 1: because if you feel good, you're not going to report 504 00:28:21,600 --> 00:28:25,600 Speaker 1: radicalization attempts to the game developers. So absolutely, there's this 505 00:28:25,720 --> 00:28:28,879 Speaker 1: huge interplay there between toxicity on the one hand, and 506 00:28:28,960 --> 00:28:31,159 Speaker 1: then the networks of people who are trying to recruit 507 00:28:31,240 --> 00:28:34,119 Speaker 1: the toxic actors into their networks. You spent a lot 508 00:28:34,160 --> 00:28:36,679 Speaker 1: of time looking at the darkest side of online gaming. 509 00:28:37,000 --> 00:28:40,160 Speaker 1: Is there any reason for optimism? Is there anything that 510 00:28:40,240 --> 00:28:43,440 Speaker 1: makes you actually feel hopeful about what can be done. 511 00:28:43,800 --> 00:28:45,360 Speaker 1: I'm a huge gamer, Like I've been a gamer in 512 00:28:45,400 --> 00:28:47,440 Speaker 1: my whole life, and one of the things we've seen 513 00:28:47,520 --> 00:28:50,800 Speaker 1: borne out by the research is that games are incredibly positive. 514 00:28:50,960 --> 00:28:52,760 Speaker 1: Like a lot of the interactions, a lot of the 515 00:28:52,840 --> 00:28:56,520 Speaker 1: unique characteristics that I was just describing are more generally 516 00:28:56,880 --> 00:29:01,200 Speaker 1: and more often very very positive. Extremism is a fringe thing. 517 00:29:01,320 --> 00:29:04,160 Speaker 1: It is a minority of individuals who end up in extremism. 518 00:29:04,440 --> 00:29:07,120 Speaker 1: So one of the optimistic sides here is that for 519 00:29:07,400 --> 00:29:11,400 Speaker 1: most people, the interactions in a game are positive. Like you, 520 00:29:11,400 --> 00:29:15,680 Speaker 1: you end up in good pro social relationships and connections. 521 00:29:15,720 --> 00:29:18,640 Speaker 1: And for people who might be you know, lonely or 522 00:29:18,720 --> 00:29:21,040 Speaker 1: introverted or having trouble making friends in the real world, 523 00:29:21,360 --> 00:29:24,160 Speaker 1: games can be a really really powerful tool for you know, 524 00:29:24,360 --> 00:29:26,960 Speaker 1: surmounting some of those obstacles, and they have been for 525 00:29:27,160 --> 00:29:29,720 Speaker 1: for you know, tens of millions of people throughout the world. 526 00:29:30,240 --> 00:29:32,520 Speaker 1: And so the big challenge then is how do we 527 00:29:33,200 --> 00:29:37,600 Speaker 1: make sure that we're maximizing that that positive impact, maximizing 528 00:29:37,680 --> 00:29:42,719 Speaker 1: the conversion of people into pro social actors, and minimizing 529 00:29:43,040 --> 00:29:44,920 Speaker 1: those types of people who might be more vulnerable to 530 00:29:45,000 --> 00:29:48,080 Speaker 1: the darker sides of it. And I think that question 531 00:29:48,640 --> 00:29:51,719 Speaker 1: is solvable. Like I think we are seeing a lot 532 00:29:51,800 --> 00:29:54,240 Speaker 1: of companies do a lot of investment in in sinimizing 533 00:29:54,280 --> 00:29:57,320 Speaker 1: pro social behavior, uh and and having some of the 534 00:29:57,400 --> 00:30:00,320 Speaker 1: more like more types of condom moneration that are signed 535 00:30:00,360 --> 00:30:04,120 Speaker 1: to encourage and reward good behavior rather than just crackdown 536 00:30:04,200 --> 00:30:07,200 Speaker 1: on bad behavior. And I think there's some really encouraging 537 00:30:07,240 --> 00:30:09,480 Speaker 1: signs from the industry that they're moving in the right 538 00:30:09,520 --> 00:30:11,640 Speaker 1: direction there, and my hope is that with this project 539 00:30:11,760 --> 00:30:15,360 Speaker 1: we can help galvanize that a little bit more. Alex Newhouse, 540 00:30:15,760 --> 00:30:17,320 Speaker 1: thanks so much for taking the time to talk to me. 541 00:30:17,560 --> 00:30:21,520 Speaker 1: Thanks for having me on. You can read more of 542 00:30:21,720 --> 00:30:27,120 Speaker 1: Cecilia Dona SCIO's reporting at Bloomberg dot com. Thanks for 543 00:30:27,200 --> 00:30:29,520 Speaker 1: listening to us here at The Big Take. It's a 544 00:30:29,600 --> 00:30:33,040 Speaker 1: daily podcast from Bloomberg and I Heart Radio. From more 545 00:30:33,120 --> 00:30:36,240 Speaker 1: shows from my Heart Radio, visit the I Heart Radio app, 546 00:30:36,520 --> 00:30:40,160 Speaker 1: Apple Podcast, or wherever you listen, and we'd love to 547 00:30:40,240 --> 00:30:43,280 Speaker 1: hear from you. Email us questions or comments to Big 548 00:30:43,400 --> 00:30:47,440 Speaker 1: Take at Bloomberg dot net. The supervising producer of The 549 00:30:47,480 --> 00:30:51,920 Speaker 1: Big Take is Dicky Burgolina. Our senior producer is Katherine Fink. 550 00:30:52,360 --> 00:30:57,520 Speaker 1: Our producers are Mobarrow and Michael Fallero. Raphael M. Seeley 551 00:30:57,800 --> 00:31:02,320 Speaker 1: is our engineer. Our original music was composed by Leo Sidrin. 552 00:31:03,040 --> 00:31:07,080 Speaker 1: I'm Westcasova. We'll be back tomorrow with another big take,