For example: This weekend, the video game series Diablo announced a new smartphone-only game. This was immediately gamified in a campaign to dump comments and "downvotes" on announcement videos, and post inflammatory response videos. Some of that discontent is legit. However,
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..that wave of downvotes, outrage, and whack-a-mole game of chasing and posting related videos (and promoting conspiracy theories about their takedowns) establishes an immediate us-vs.-them climate, which NPR *does* hint to in its piece. You don't advertise Nazism in one step.
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The Diablo Immortal uproar is a potent tool for hate recruiters. "They're taking *our* games and putting them on phones for *others,*" as a sales pitch. Sprinkle in anti-Chinese sentiment (game is being led by a Chinese dev) for good measure.
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All of this over a game that isn't out, isn't done, is totally up in the air (from a "game-review" perspective). But an immediate uptick in activity on YouTube, gaming forums, Discord chats: hate groups see this and pounce. They're at work. The solution?
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The conversation parents should have with gamer kids/teens has changed from the Mortal Kombat days. It should be about sudden, wild swings in related forums/chat rooms. "When you see a lot of ppl get angry simultaneously online, it may not be real." It feels real to these kids.
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It's not just gaming. The tech-obsessed corners of gaming are where all this shit starts. (See GamerGate --> BreitBart.) Everyone should take great heed. *ALL* parents/teachers should talk to kids about what is and isn't real online. Teach kids to be skeptical. Hunker down.
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