From Yael Eisenstat - ADL VP of Center for Technology & Society <[email protected]>
Subject REPORT: Hate in Online Games 2022
Date December 7, 2022 7:57 PM
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John, I&rsquo;m alarmed by the results of our ADL Center for Technology & Society&rsquo;s
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&lsquo;Hate is no Game&rsquo; report. For the fourth consecutive year, the already-high rates of harassment in online multiplayer games increased. The immense popularity of online games, with over 100 million adult gamers and millions more who are teens and preteens, means it is likely that you or someone close to you has experienced hate and harassment.

EXTREMISM IN GAMES

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One in five adults reported exposure to white-supremacist ideologies in online multiplayer games in 2022, a startling increase from eight percent who reported this last year. For the first time, we expanded the survey to include pre-teens ages 10-12 and found that 15 percent of young people (ages 10-17) reported exposure to discussions of white-supremacist ideologies in online games.

We know hate that starts online doesn&rsquo;t always stay online &mdash; it can have deadly consequences in our communities. In one tragic example earlier this year, a message left online by the extremist shooter in the Buffalo supermarket attack that killed 10 Black shoppers said: &ldquo;I&rsquo;m just saying, I probably wouldn&rsquo;t be as nationalistic if it weren&rsquo;t for Blood and Iron on Roblox.&rdquo;

HARASSMENT IN GAMES

Users also experienced a marked increase in identity-based harassment, including harassment that can move offline to include physical threats, stalking, doxing and swatting. As one gamer described his experience with swatting, in which false reports to police or other emergency services are made: It was &ldquo;fearful. Having weapons drawn on me when the police believe I have a hostage situation is very scary.&rdquo;

Adult gamers who saw the highest jumps in identity-based harassment included Jewish (34 percent, up from 22 percent), Latino (31 percent, up from 25 percent) and Muslim (30 percent, up from 26 percent) gamers. Overall, women experienced the most identity-based harassment at 47 percent.

TAKE ACTION

Tell gaming companies that &lsquo;hate is no game&rsquo; and that online games should be a safe place for people of all ages to make friends and build communities. As hate, harassment and extremism continue to grow, join us and
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urge CEOs of popular online games to Fight Hate for Good.

Find out which online multiplayer games have the highest levels of extremist ideologies expressed in the social interactions of gamers. If you&rsquo;re a parent, an educator or have some other caregiver role, please be sure to
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read our report&rsquo;s suggestions on how you can make gaming experiences safer for the young people in your lives.

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Read the Hate in Gaming Report

Sincerely,
Yael Eisenstat
VP, Center for Technology & Society
ADL

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