User:Kgrader/sandbox

Fixing/updating/completing missing citation information:
1. Definitions and approaches

2. Youth and violent extremism

2.1 Specificities of social media

2.1.1 Chatrooms

2.1.2 Facebook

2.1.3 Twitter

2.1.4 YouTube and other video platforms

2.1.5 Other areas of the social media scape: videogames

2.2 Uses of Internet and social media by extremist groups

2.3 Political radicalization

2.4 Reception and influence on youth

3. Social media and violent radicalization

3.1 In the Arab World (No citations available in UNESCO publication for this section)

3.2 In Asia

3.3 In Africa

4. Online prevention initiatives

4.1 Alternative narratives

4.2 Alternative Narrative Knowledge Hub

4.3 Media and information literacy

5. International human rights standards

= From Wikipedia Article =

Other areas of the social media scape: videogames [Added subsection to article page]
Videogames can be placed in a similar category as social media because they increasingly have their own forums, chatrooms and microblogging tools. Videogames, widely used by young people, are under-researched in relation to extremism and violent radicalization. There is mostly anecdotal evidence that ISIS supporters have proposed modified versions of some games to spread propaganda (Grand Theft Auto 5) formats that allow players act as terrorists attacking Westerners (ARMA III) and provide for hijacking of images and titles such as Call of Duty to allude to a notion of jihad.

Selepack used qualitative textual analysis of hate-based videogames found on right-wing religious supremacist groups’ websites to explore the extent to which they advocate violence. The results show that most hate groups were portrayed positively, and that videogames promoted extreme violence towards people represented as Black or Jewish people. The games were often modified versions of classic videogames in which the original enemies were replaced with religious, racial and/or ethnic minorities. Their main purpose is to indoctrinate players with white supremacist ideology and allow those who already hold racist ideologies to practice aggressive scripts toward minorities online, which may later be acted upon offline. It should be noted that some experimental social psychologists show that cumulative violent videogames can increase hostile expectations and aggressive behavior.

Media and information literacy [added missing information to existing citations]
MIL has a long tradition of dealing with harmful content and violent representations, including propaganda. In its early history, MIL was mostly put in place to fight misinformation (particularly in advertising) by developing critical skills about the media. By the 1980s, MIL also introduced cultural and creative skills to use the media in an empowering way, with active pedagogies. Since the years 2000, MIL has enlarged the media definition to incorporate the Internet and social media, adding issues related to ethical uses of online media to the traditional debates over harmful content and harmful behavior and aligning them more with the perspectives that consider issues of gratifications of media users.

UNESCO Publication: "Youth and violent extremism on social media: mapping the research"
 Source Evaluation :


 * who is the publication directed to?
 * As a tool to prevent extremism, the stakeholders that this publication is likely directed to is educators and/or law makers.
 * what main topics or themes does the publication cover?
 * The role of social media in the violent radicalization/extremism of youth
 * in Europe, North America, Latin-America, the Caribbean, Asia, Africa, and the Arab world.
 * Online prevention initiatives and recommendations for stakeholders

Assigned Article: "Online youth radicalization"
 Article Evaluation :


 * Article rating: "low" importance to Media/Internet/Politics projects, Start-class
 * Talk Page discussions: Tone of page is not balanced/encyclopedia-esque in neutrality. Needs more references.
 * What from the UNESCO publication can I add/update... MISSING CITATIONS!
 * Media and Information Literacy (In Online prevention initiatives) -  week 6/7
 * Specificities of social media - add information about videogames as platform. Add info to missing citations - week 7
 * Social media and violent radicalization citations updates/addition - week 8