TY - GEN
T1 - Measuring #Gamergate
T2 - 26th International World Wide Web Conference, WWW 2017 Companion
AU - Chatzakou, Despoina
AU - Kourtellis, Nicolas
AU - Blackburn, Jeremy
AU - De Cristofaro, Emiliano
AU - Stringhini, Gianluca
AU - Vakali, Athena
N1 - Publisher Copyright: © 2017 International World Wide Web Conference Committee (IW3C2), published under Creative Commons CC BY 4.0 License.
PY - 2017
Y1 - 2017
N2 - Over the past few years, online aggression and abusive behaviors have occurred in many different forms and on a variety of platforms. In extreme cases, these incidents have evolved into hate, discrimination, and bullying, and even materialized into real-world threats and attacks against individuals or groups. In this paper, we study the Gamergate controversy. Started in August 2014 in the online gaming world, it quickly spread across various social networking platforms, ultimately leading to many incidents of cyberbullying and cyberaggression. We focus on Twitter, presenting a measurement study of a dataset of 340k unique users and 1.6M tweets to study the properties of these users, the content they post, and how they differ from random Twitter users. We find that users involved in this “Twitter war” tend to have more friends and followers, are generally more engaged and post tweets with negative sentiment, less joy, and more hate than random users. We also perform preliminary measurements on how the Twitter suspension mechanism deals with such abusive behaviors. While we focus on Gamergate, our methodology to collect and analyze tweets related to aggressive and bullying activities is of independent interest.
AB - Over the past few years, online aggression and abusive behaviors have occurred in many different forms and on a variety of platforms. In extreme cases, these incidents have evolved into hate, discrimination, and bullying, and even materialized into real-world threats and attacks against individuals or groups. In this paper, we study the Gamergate controversy. Started in August 2014 in the online gaming world, it quickly spread across various social networking platforms, ultimately leading to many incidents of cyberbullying and cyberaggression. We focus on Twitter, presenting a measurement study of a dataset of 340k unique users and 1.6M tweets to study the properties of these users, the content they post, and how they differ from random Twitter users. We find that users involved in this “Twitter war” tend to have more friends and followers, are generally more engaged and post tweets with negative sentiment, less joy, and more hate than random users. We also perform preliminary measurements on how the Twitter suspension mechanism deals with such abusive behaviors. While we focus on Gamergate, our methodology to collect and analyze tweets related to aggressive and bullying activities is of independent interest.
UR - https://www.scopus.com/pages/publications/85046965706
U2 - 10.1145/3041021.3053890
DO - 10.1145/3041021.3053890
M3 - Conference contribution
T3 - 26th International World Wide Web Conference 2017, WWW 2017 Companion
SP - 1285
EP - 1290
BT - 26th International World Wide Web Conference 2017, WWW 2017 Companion
PB - International World Wide Web Conferences Steering Committee
Y2 - 3 April 2017 through 7 April 2017
ER -