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founded 2 years ago
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1
 
 

cross-posted from: https://lemmy.world/post/13086777

Intercept reporter Ken Klippenstein weighs in on his recent reporting on gamers.

Short Summary

  1. New reporting from The Intercept reveals concerns about the federal government potentially cracking down on extremist gamers.
  2. The government aims to expand its coordination with gaming platforms similar to its existing partnerships with social media companies.
  3. Worries arise about potential monitoring and moderation of gaming content, similar to what has been seen on social media platforms.
  4. vExisting mechanisms are in place for sharing threat-related information with gaming companies, but there is a lack of clear objectives and goals in this area.
  5. Questions are raised about the lack of strategy and formal structure in government-gaming interactions.
  6. The discussion touches on similarities between monitoring gaming conversations and spying on phone calls or emails.
  7. Various gaming companies are urged to address violent extremist content in video games.
  8. Testimonies have been given to Congress regarding the need for visibility into gaming headsets for monitoring purposes, similar to accessing social media information.
  9. The intelligence community is taking the issue seriously, with recent assessments highlighting the massive quantities of information they analyze from social media and other public platforms.
  10. Video games, while criticized for promoting violence, can serve as a healthy outlet for individuals with a predisposition towards violence.
2
 
 

Intercept reporter Ken Klippenstein weighs in on his recent reporting on gamers.

Short Summary

  1. New reporting from The Intercept reveals concerns about the federal government potentially cracking down on extremist gamers.
  2. The government aims to expand its coordination with gaming platforms similar to its existing partnerships with social media companies.
  3. Worries arise about potential monitoring and moderation of gaming content, similar to what has been seen on social media platforms.
  4. vExisting mechanisms are in place for sharing threat-related information with gaming companies, but there is a lack of clear objectives and goals in this area.
  5. Questions are raised about the lack of strategy and formal structure in government-gaming interactions.
  6. The discussion touches on similarities between monitoring gaming conversations and spying on phone calls or emails.
  7. Various gaming companies are urged to address violent extremist content in video games.
  8. Testimonies have been given to Congress regarding the need for visibility into gaming headsets for monitoring purposes, similar to accessing social media information.
  9. The intelligence community is taking the issue seriously, with recent assessments highlighting the massive quantities of information they analyze from social media and other public platforms.
  10. Video games, while criticized for promoting violence, can serve as a healthy outlet for individuals with a predisposition towards violence.
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