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Recruitment for Hate Crimes in Gaming

Thu, Nov 13, 5:00 to 6:20pm, Supreme Court - M4

Abstract

Malicious groups are increasingly exploiting interactive game features, anonymous communication channels, and social networks within gaming communities to recruit individuals for hate crimes and spread harmful ideologies. While some countries show efforts to regulate and prevent such activities are growing, a coordinated global response remains insufficient. This presentation addresses the worldwide challenges related to recruitment for hate crimes within gaming platforms, drawing on key insights from an analysis of hate crime recruitment patterns across various regions. Case studies from North America, Southeast Asia, the Middle East, and Africa are supplemented by expert interviews with representatives from cybersecurity research, the gaming industry, and law enforcement agencies. Findings reveal that certain groups are actively using platforms like Roblox and Minecraft to disseminate harmful content, promote hateful ideologies. While countries like the United States are beginning to implement measures such as content moderation algorithms to detect hate networks, many other regions remain unprepared. For instance, Australia has raised the minimum age for social media use, but lacks targeted measures addressing recruitment for hate crimes within gaming platforms. The findings emphasize the need for enhanced international cooperation between law enforcement agencies, game developers, and online platforms to effectively combat hate crime recruitment within gaming environments.

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