90 Miles From Tyranny : ADL Targets Digital Video Game Platforms as New Frontier for Orwellian Censorship

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Thursday, April 23, 2020

ADL Targets Digital Video Game Platforms as New Frontier for Orwellian Censorship

They are coming to inflict censorship on gamers.

The Anti-Defamation League (ADL) is now targeting popular online video game platforms to spread its Orwellian censorship regime.

Daniel Kelley, who works as the assistant director for the ADL’s Center for Technology and Society, told Gamesindustry.biz that his organization is looking to impose controls on video game platforms, which serve as a last bastion of freedom of speech.

“On the one hand, games are media,” Kelley said. “You can talk about hate and harassment in the same terms you talk about it with movies or TV. Whose stories are being told? Who’s being included, who’s being excluded?

“At the same time, online games are social platforms. A comic book is not a social platform, so the fandom that exists around it exists on platforms that are not necessarily run by the comics industry. The game industry is creating social spaces. Online games are social spaces, so the responsibility for the form that hate and harassment take in those spaces is the responsibility of the companies that make those games,” he added.

The ADL is setting their sights on Steam, an online video game platform that features popular games such as Half-Life and Counter-Strike, and Blizzard, a platform that features popular games like Overwatch, World of Warcraft and Hearthstone. They want these platforms to institute censorship and are initiating a pressure campaign to coerce them into bending to their will.

“There is a lot the game industry could learn from the past ten years around hate, harassment, and extremism in social media that could be applied to game spaces as they become more social,” Kelley said, noting that he hopes that gaming platforms replicate the restrictive policies of monolithic tech platforms.

Kelley wants the video game companies to employ social engineering tactics in order to combat wrong-think in its customers.

“If we’re building this interactive space, how do we not just kick out the worst of the worst, but what is that pathway to radicalization, [or] the pathway to reforming...

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