There are rules you must agree to before joining Unloved, a private discussion group on Discord, the messaging service popular with video game players. One rule: “Don’t disrespect women.”
For insiders, Unloved serves as a forum where about 150 people belong to a misogynist subculture whose members call themselves “incels,” a term used to describe those who describe themselves as involuntarily celibate. They share some harmless memes, but also joke about school shootings and discuss the attractiveness of women of different races. Users in the group — known as servers on Discord — can join smaller rooms for voice or text chats. The name for one of the rooms refers to a rape.
In the vast and growing world of gaming, views like this are easy to find, both in some games themselves and on social media services and other sites like Discord and Steam used by many gamers.
The leaking of a plethora of secret Pentagon documents on Discord by an Air National Guardsman who held extremist views sparked renewed attention for the fringes of the $184 billion gaming industry and how discussions in its online communities are evolving in can manifest in the physical world.
A report released Thursday by NYU’s Stern Center for Business and Human Rights underscores how deeply entrenched misogyny, racism and other extreme ideologies are in some video game chat rooms and offers insights into the reasons people who play video games or socialize online socialize, so dissatisfied are particularly prone to be such positions.
The people who spread hate speech or extreme views have a far-reaching impact, the study argued, even if they make up far from the majority of users and consume only a fraction of a portion of these services. These users have built virtual communities to spread their harmful views and recruit impressive young people online with hateful and sometimes violent content – with comparatively little public pressure from social media giants like Facebook and Twitter.
The center’s researchers conducted a survey in five of the world’s largest gambling markets — the United States, Britain, South Korea, France and Germany — and found that 51 percent of those who gambled online said they played in games involving multiple players involved encountered extremist statements last year.
“While the number of actors may be small, they are very influential and can have a huge impact on player culture and people’s experiences in real-world events,” said the report’s author, Mariana Olaizola Rosenblat.
Historically, the video gaming world has been a male-dominated world with a long history of addressing problematic behavior such as B. GamerGate, a long-running harassment campaign against women in the industry in 2014 and 2015. In recent years, video game companies have promised to improve their work culture and hiring processes.
Gaming platforms and related social media sites are particularly vulnerable to attacks by extremist groups due to the large number of easily influenced young people playing games and relatively low moderation on some sites, the report said.
Some of these villains speak directly to other people in multiplayer games like Call of Duty, Minecraft, and Roblox using in-game chat or voice features. Other times, they resort to social media platforms like Discord, which first gained prominence among gamers and has since grown in popularity.
Among those surveyed in the report, between 15 and 20 percent of those under the age of 18 said they had seen statements supporting the idea that “the white race is superior to other races,” that “a particular race or ethnicity should be excluded.” ‘ or ‘eliminated’ or that ‘women are inferior’.
In Roblox, a game that allows players to create virtual worlds, players reenacted Nazi concentration camps and the massive re-education camps set up by the Chinese communist government in Xinjiang, a predominantly Muslim region, the report said.
In the game World of Warcraft, online groups – so-called guilds – have also promoted neo-Nazi affiliations. On Steam, an online game store that also offers discussion forums, a user named himself after the main architect of the Holocaust; another incorporated anti-Semitic language into its account name. The report uncovered similar usernames associated with players in Call of Duty.
Disboard, a volunteer-run website that shows a list of Discord servers, includes some that promote openly extremist views. Some are public, while others are private and invitation-only.
One of them, called “Dissident Lounge 2,” describes itself as Christian, nationalist, and “based,” slang that means don’t care what other people think. His profile picture is Pepe the Frog, a cartoon character co-opted by white supremacists.
“Our race is being replaced and shunned by the media, our schools and media are degenerating people,” reads the group’s invitation for others to join.
Jeff Haynes, a gaming expert who until recently worked at Common Sense Media, which oversees online entertainment for families, said: “Some of the tools that are being used to connect and foster community, encourage creativity and encourage interaction can also be used to radicalize.” Manipulating, relaying the same kind of outrageous language, theories and tactics to other people.”
Gaming companies say they are cracking down on hateful content, banning extremist material, and recording or storing audio from in-game conversations for use in potential investigations. Some, like Discord, Twitch, Roblox and Activision Blizzard – the maker of Call of Duty – have set up automatic detection systems to look for banned content and delete it before it can be published. In recent years, Activision has suspended 500,000 accounts from Call of Duty for violating its code of conduct.
Discord said in a statement it’s “a place where everyone can find belonging, and any behavior that goes against that goes against our mission.” The company said it has banned users and shut down servers for hate or violent behavior showed extremism.
Will Nevius, a Roblox spokesperson, said in a statement, “We are aware that extremist groups use various tactics to circumvent the rules across all platforms and we are committed to staying one step ahead of them.”
Valve, the company that operates Steam, did not respond to a request for comment.
Experts like Mr. Haynes say the speed of real-time gaming poses enormous challenges for monitoring illegal or inappropriate behavior. Fraudulent actors were also adept at bypassing technological barriers as quickly as they could be erected.
In any case, with three billion gamers around the world, it’s virtually impossible to monitor what’s happening at any given moment.
“In the coming years there will be more people playing than people available to moderate the gaming sessions,” Mr Haynes said. “So in a lot of ways this is literally trying to stick your fingers in a dyke that’s riddled with holes like a giant batch of Swiss cheese.”