meta_pixel
Tapesearch Logo
Log in
The Lawfare Podcast

Video Games Cannot Escape the Content Moderation Reckoning

The Lawfare Podcast

The Lawfare Institute

History, News, National Security, Law, Terrorism, Current Events, Military, International Law, Foreign Policy, Intelligence, International Relations, Politics, Diplomacy, Rule Of Law, Government, Constitutional Law

4.76.4K Ratings

🗓️ 11 November 2021

⏱️ 53 minutes

🧾️ Download transcript

Summary

Content moderation in video games turns out to be just as much of a bummer as content moderation everywhere else, perhaps even more so. This week on Arbiters of Truth, our series on the online information ecosystem, Evelyn Douek and Quinta Jurecic spoke with Daniel Kelley, the director of strategy and operations for the Anti-Defamation League’s Center for Technology and Society. He studies how companies deal with the many moderation issues that pop up in gaming, from harassment to digital recreations of violent hate crimes and white nationalist propaganda. And his team at the Anti-Defamation League has a new report out on how players experience abuse—but also joy and connection—while gaming. Quinta and Evelyn asked Daniel to make the case for why everyone, gamers and non-gamers alike, should care about games, why harassment in gaming seems particularly bad compared to non-gaming platforms, and where the gaming industry stands when it comes to investing in content moderation.

Support this show http://supporter.acast.com/lawfare.


Hosted on Acast. See acast.com/privacy for more information.

Transcript

Click on a timestamp to play from that location

0:00.0

The following podcast contains advertising.

0:04.0

To access an ad-free version of the LawFair podcast,

0:08.0

become a material supporter of LawFair at patreon.com slash law fair.

0:14.0

That's patreon.com slash law fair.

0:18.0

Also, check out LawFair's other podcast offerings,

0:22.0

rational security, chatter, law fair no bull, and the aftermath.

0:29.0

In 2020, 31% of Black or African American players reported being harassed in online games.

0:41.0

In 2021, 42% of Black or African American gamers reported being targeted because of their identity in online games.

0:49.0

Similarly, Asian American players, 26% were targeted in 2020,

0:54.0

and in 2021, 38% were targeted by identity-based hate in online games.

1:02.0

I'm Quinted Jurassic, and this is the LawFair podcast, November 11, 2021.

1:10.0

Today we're bringing you another episode of Arbiters of Truth, our series on the online information ecosystem.

1:16.0

And with the holiday season approaching, we thought we'd take a break from all the bleak content

1:20.0

and talk about something fun. Video games.

1:24.0

Just kidding, content moderation in video games turns out to be just as much of a bummer as content moderation everywhere else.

1:31.0

Perhaps even more so.

1:33.0

Evelyn Duwek and I spoke with Daniel Kelly, the director of strategy and operations for the Anti-Defamation Leaks Center for Technology and Society.

1:42.0

He studies how companies deal with the many moderation issues that pop up in gaming.

1:47.0

From harassment, the digital recreations of violent hate crimes and white nationalist propaganda.

1:53.0

And his team at the Anti-Defamation League has a new report out on how players experience abuse,

1:59.0

but also joy and connection while gaming.

2:02.0

We asked Daniel to make the case for us about why everyone, gamers and non-gamers alike, should care about games,

...

Please login to see the full transcript.

Disclaimer: The podcast and artwork embedded on this page are from The Lawfare Institute, and are the property of its owner and not affiliated with or endorsed by Tapesearch.

Generated transcripts are the property of The Lawfare Institute and are distributed freely under the Fair Use doctrine. Transcripts generated by Tapesearch are not guaranteed to be accurate.

Copyright © Tapesearch 2026.