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Machine learning helps spot gait problems in individuals with multiple sclerosis – University of Illinois News

CHAMPAIGN, Ill. Monitoring the progression of multiple sclerosis-related gait issues can be challenging in adults over 50 years old, requiring a clinician to differentiate between problems related to MS and other age-related issues. To address this problem, researchers are integrating gait data and machine learning to advance the tools used to monitor and predict disease progression.

A new study of this approach led by University of Illinois Urbana Champaign graduate student Rachneet Kaur, kinesiology and community health professor Manuel Hernandez and industrial and enterprise engineering and mathematics professor Richard Sowers is published in the journal Institute of Electrical and Electronics Engineers Transactions on Biomedical Engineering.

Multiple sclerosis can present itself in many ways in the approximately 2 million people that it affects globally, and walking problems are a common symptom. About half of the patients need walking assistance within 15 years of onset, the study reports.

We wanted to get a sense of the interactions between aging and concurrent MS disease-related changes, and whether we can also differentiate between the two in older adults with MS, Hernandez said. Machine-learning techniques seem to work particularly well at spotting complex hidden changes in performance. We hypothesized that these analysis techniques might also be useful in predicting sudden gait changes in persons with MS.

Using an instrumented treadmill, the team collected gait data normalized for body size and demographics from 20 adults with MS and 20 age-, weight-, height- and gender-matched older adults without MS. The participants walked at a comfortable pace for up to 75 seconds while specialized software captured gait events, corresponding ground reaction forces and center-of-pressure positions during each walk. The team extracted each participants characteristic spatial, temporal and kinetic features in their strides to examine variations in gait during each trial.

Changes in various gait features, including a data feature called the butterfly diagram, helped the team detect differences in gait patterns between participants. The diagram gains its name from the butterfly-shaped curve created from the repeated center-of-pressure trajectory for multiple continuous strides during a subjects walk and is associated with critical neurological functions, the study reports.

We study the effectiveness of a gait dynamics-based machine-learning framework to classify strides of older persons with MS from healthy controls to generalize across different walking tasks and over new subjects, Kaur said. This proposed methodology is an advancement toward developing an assessment marker for medical professionals to predict older people with MS who are likely to have a worsening of symptoms in the near term.

Future studies can provide more thorough examinations to manage the studys small cohort size, Sowers said.

Biomechanical systems, such as walking, are poorly modeled systems, making it difficult to spot problems in a clinical setting, Sowers said. In this study, we are trying to extract conclusions from data sets that include many measurements of each individual, but a small number of individuals. The results of this study make significant headway in the area of clinical machine learning-based disease-prediction strategies.

Hernandez also is affiliated with the Beckman Institute of Advanced Science and Technology and the theCarle Illinois College of Medicine.

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Machine learning helps spot gait problems in individuals with multiple sclerosis - University of Illinois News

Machine Learning Market Predominant Trends and Growth Opportunities by 2028: Microsoft Corporation (Washington, US), IBM Corporation (New York, US),…

Scope: Global Machine Learning MarketThe global Machine Learning market report includes the analysis of all the important aspects associated with the Machine Learning market. The detailed study on the CAGR at which the market is anticipated to expand in the future is provided in the study. The detailed information regarding market valuation at different times is included in the report. The market study also covers the study of varying dynamics of the Machine Learning industry.

Vendor Landscape and Profiling:Microsoft Corporation (Washington, US), IBM Corporation (New York, US), SAP SE (Walldorf, Germany), SAS Institute Inc. (North Carolina, US), Google, Inc. (California, US), Amazon Web Services Inc. (Washington, US), Baidu, Inc. (Beijing, China), BigML, Inc. (Oregon, US), Fair Isaac Corporation (FICO) (California, US), Hewlett Packard Enterprise Development LP (HPE) (California, US), Intel Corporation (California, US), KNIME.com AG (Zurich, Switzerland), RapidMiner, Inc. (Massachusetts, US), Angoss Software Corporation (Toronto, Canada), H2O.ai (California, US), Alpine Data (California, US), Domino Data Lab, Inc. (California, US), Dataiku (Paris, France), Luminoso Technologies, Inc. (Massachusetts, US), TrademarkVision (Pennsylvania, US), Fractal Analytics Inc. (New Jersey, US), TIBCO Software Inc. (California, US), Teradata (Ohio, US), Dell Inc. (Texas, US), and Oracle Corporation (California, US)

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A Survey on Mathematical, Machine Learning and Deep Learning Models for COVID-19 Transmission and Diagnosis – DocWire News

This article was originally published here

IEEE Rev Biomed Eng. 2021 Mar 26;PP. doi: 10.1109/RBME.2021.3069213. Online ahead of print.

ABSTRACT

COVID-19 is a life threatening disease which has a enormous global impact. As the cause of the disease is a novel coronavirus whose gene information is unknown, drugs and vaccines are yet to be found. For the present situation, disease spread analysis and prediction with the help of mathematical and data driven model will be of great help to initiate prevention and control action, namely lockdown and qurantine. There are various mathematical and machine-learning models proposed for analyzing the spread and prediction. Each model has its own limitations and advantages for a particluar scenario. This article reviews the state-of-the art mathematical models for COVID-19, including compartment models, statistical models and machine learning models to provide more insight, so that an appropriate model can be well adopted for the disease spread analysis. Furthermore, accurate diagnose of COVID-19 is another essential process to identify the infected person and control further spreading. As the spreading is fast, there is a need for quick auotomated diagnosis mechanism to handle large population. Deep-learning and machine-learning based diagnostic mechanism will be more appropriate for this purpose. In this aspect, a comprehensive review on the deep learning models for the diagnosis of the disease is also provided in this article.

PMID:33769936 | DOI:10.1109/RBME.2021.3069213

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A Survey on Mathematical, Machine Learning and Deep Learning Models for COVID-19 Transmission and Diagnosis - DocWire News

QAnon Has Become The Cult That Cries Wolf – FiveThirtyEight

March 4 was supposed to be a terrible day. Based on reports of a possible attack, linked to the fact the online cult QAnon had identified March 4 as the day their predictions would come true, nearly 5,000 National Guard troops were ordered to remain in Washington, D.C. Capitol police warned internally of a Q-fueled militia plot, and FBI officials noted it was on alert as well. Congress shut down operations for the day.

And then, nothing. No plot, no protests, no Q. March 4 was a limp, dried-out nothingburger.

Dates have always played a crucial role in the cult of Q the baseless conspiracy theory that there is a global cabal of Satan-worshipping child sex traffickers, and that former President Donald Trump is involved in a righteous plan to bring these evildoers to justice. The groups predictions are often tied to some date on the horizon, when Trumps adversaries will start to be arrested and the global sex trafficking ring will be exposed. The latest date was March 4, but before that it was Jan. 20. And before that it was Dec. 5. And before that, some date in Red October.

For a long time, we didnt have to circle these dates on our own calendars. But after the attack of the Capitol building included some QAnon followers, the groups timeline has caught the attention of law enforcement. Even if the dates arent signalling the fall of a global cabal, perhaps they could help us prevent another deadly attack. Just as a doomsday cult continually reworks its calculations to account for failed end of days predictions, QAnon is always moving the goalposts for when its big day will arrive. Its the cult that cries wolf.

Just take March 4 as an example.

To understand March 4, we have to start with all the other March 4s that came before it. QAnon has long warned a storm is coming, and that at some point the shadowy group of Democratic and celebrity elites said to be pedophiles who eat babies and drink childrens blood would be brought to justice. When exactly this will take place has been a moving target since Qs inception.

Some of the earliest messages from Q, an anonymous person or group of people claiming insider knowledge on which the QAnon conspiracy theory is based, specified precisely when these arrests would begin. A post in October 2017 claimed that Hillary Clinton will be arrested between 7:45 AM 8:30 AM EST on Monday the morning on Oct 30, 2017. When this didnt happen, new dates were disseminated. Gradually, Qs posts became more vague, allowing the followers to project meaning onto cryptic messages to decipher what would happen when. That way, if nothing happened, it was simply because Q followers had misinterpreted the scripture-like missives, not because Q was bogus. The result has been a constantly evolving ephemeris of dates, culminating in a fever pitch of anticipation for Jan. 20, 2021. Most QAnon followers believed that on Inauguration Day, Trump would reveal he had actually won the election, introduce martial law and begin public trials and executions of those in the cabal.

When this prophecy failed, just as all the previous ones had, many QAnon followers were inconsolable. Some even decided to abandon the movement altogether, saying they felt duped. But others simply went back to the drawing board, hoping to find another date on which to hang their hopes. Thats when March 4 started to pick up steam.

Despite the often illogical nature of QAnon predictions, the March 4 date wasnt plucked out of thin air. As a date of significance, it predates QAnon entirely. For much of U.S. history, Inauguration Day was indeed on March 4, until the ratification of the 20th Amendment in 1933 changed it to Jan. 20. A decades-old conspiracy theory held by a group known as the sovereign citizen movement claims that at some point in the 1870s, the United States government was converted to a corporation owned by the city of London, and every president since Ulysses S. Grant has been illegitimate. According to this far-out thinking, U.S. birth certificates and Social Security cards are actually contracts of ownership, with U.S. citizens as property of this vast, foreign-owner corporation. Though the sovereign citizens conspiracy is even more elaborate, the QAnon followers only lifted the bits that served them, and decided that on March 4, the corporation of the United States would be dissolved, and Trump would take office as the 19th legitimate president.

This theory was floated in QAnon circles in early 2021. On Jan. 11, a user in a Q Telegram chat room wrote out the basics of the theory. Trump will NOT be sworn in as the 45th president of the United States on January 20 Trump WILL take office as the 19th president of the United States on March 4, the post reads. I really dont know all the details involved in this. Just know the end goal has always been the destruction of that 1871 corporation and the return of America to the people like the democratic republic it always intended to be. On Jan. 15, Canadian Q vlogger Michelle Anne Tittler posted a video in which she reads out the same text, which became popular once Jan. 20 failed to deliver, as Recode reporter Rebecca Heilweil noted. The video had been cross-posted to alt-video sites, and the March 4 idea continued to spread on mainstream platforms like Facebook, Twitter, YouTube and TikTok, as well as on Telegram and QAnon message boards. By January 22, the theory had spread far enough that Reuters ran a fact check debunking the rumour. Tittlers YouTube profile was eventually removed for violating the sites policies, but not before the video promoting March 4 had racked up nearly 1 million views. The cross posts of her video on BitChute and Rumble have currently been viewed 124,000 and 66,000 times, respectively.

As the idea of March 4 was picking up steam in the QAnon community, it also caught on in the news media. Dozens of stories identified March 4 as the groups latest goalpost, citing it as a potential sequel to the insurrection on Jan. 6.

But Jan. 6 and March 4 differed in a number of important ways. Jan. 6 attracted many more than just QAnon supporters. It was a rally promoted by Trump, who invited the thousands of his supporters that came to D.C. that day. Along with QAnon believers, there were also far-right militia groups with backgrounds of instigating violence who were known to be planning to come to the Capitol that day. It was also an undeniably significant date, not significant in the QAnon, cryptic puzzle sense, but in a practical sense: Jan. 6 was the day Congress was certifying the results of an election that millions of Americans wrongly believed was fraudulent, thanks to Trumps lies. Jan. 6 had all of the ingredients necessary for a dark outcome, yet law enforcement was not prepared.

In contrast, March 4 was almost strictly QAnon-focused, and even among that group, there was little consensus. Thats the norm for dates in the QAnon almanac. When someone identifies a date of interest, it snowballs into dozens more followers promoting the idea, which then sparks debate and deliberation among the community. Followers share evidence for and against a particular date, noting that Q who hasnt posted since December, the longest period of silence since the entity began posting in 2017 rarely specifies exact dates anymore.

But even when there is widespread consensus among Q followers on a given date, such as Jan. 20, QAnon rarely makes a call to action more extreme than pop some popcorn. Much of the Q philosophy is that the work is done through research on your computer, and when big events take place, all Q followers have to do is sit back and enjoy the show. The message is on this date, turn your TV on, not on this date, we take to the streets. This is such a well-hewn tenet of the QAnon cult that other alt-right groups often criticize QAnon for promoting complacency rather than the kind of violent uprising those groups prefer.

QAnon is built in part on this fantasy that you can change the world in a really grand, revolutionary way just by sitting at your computer and sharing memes, said Travis View, co-host of the podcast QAnon Anonymous, which has been tracking the movement for years. Jan. 6 was unique because it was an event specifically promoted by Trump. You really need those big advertising powers from those influencers in order to motivate QAnon followers to do something in the physical world.

Either way, as soon as the media began publicizing the March 4 date, that coverage threw a lot of cold water on the notion. Just as quickly as the idea emerged, it was being backpedaled. As early as Feb. 9, Jordan Sather, a QAnon influencer, posted on Telegram that he had the feeling the March 4 date was planned disinformation designed to dupe people into spreading probably nonsense theories that make the whole movement look dumb. Very quickly, the prevailing theory among QAnon was that March 4 was either a psychological operation or a false flag. Q supporters began rejecting the idea and mocking media coverage of the date.

March 4 is the medias baby, MelQ, a QAnon influencer on Telegram with over 80,000 subscribers, wrote on March 2. Nothing will happen.

Law enforcement in and around D.C. could very well have had reliable intelligence suggesting a more organized event on March 4, which may have been squelched by the increased security. We cant know for sure. I reached out to U.S. Capitol Police officials for comment, but they only directed me to their previous statement, which does not cite QAnon or any other group by name.

QAnon, by and large, is not a violent movement, and popular holidays among Anons are not going to be the best place to look for predicting violent events, according to security experts I spoke to.

There are organized, white supremacist and far-right militant groups that commit violence on a recurring basis, and thats the biggest element thats lost in the way law enforcement looks at these issues. They tend to look at them as standalone events, said former FBI agent Michael German, a fellow at the Brennan Center for Justice. Theyre not looking for violence these same individuals committed in the weeks, months and years previous to the attack on the Capitol that would be significant evidence demonstrating their intent.

Instead, German said law enforcement should focus on individuals and groups with a known track record of violence, and rely on intelligence rather than random dates tossed around on Q forums for predicting and preventing violence. Thats not to say we should brush QAnon off as harmless: after all, there are QAnon supporters who have been involved in violent plots, including a man arrested in Wisconsin last week for threatening to commit a mass casualty event. And even beyond these outlier offenders, the QAnon movement, including its ever-evolving calendar of predicted catastrophes, comes with its own very real risks in undermining trust in our democratic institutions in a very real, insidious and growing way.

We need to worry about Q not because its about to overthrow the government, said Mia Bloom, a professor of communication at Georgia State University and an expert on QAnon and extremism. We need to worry about Q because the long-term effect is corrosive to democratic values.

The cult who cried wolf is not one whose cries should be written off for good.

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QAnon Has Become The Cult That Cries Wolf - FiveThirtyEight

Video games are the new contested space for public policy – Brookings Institution

In February, the video game publisher Victura announced it would launch what it described as a realistic video-game portrayal of the Second Battle for Fallujah. Based on dozens of interviews with troops who fought in the 2004 battle, Six Days in Fallujah was billed as more of a documentary than an action experience. We track several units through the process and you get to know what it was like from day to day. Peter Tamte, Victuras CEO, told The Wall Street Journal. He explained that the game would avoid the politics of the Iraq war and the perspectives of civilians who experienced brutality at the hands of U.S. forces, since that was a divisive subject. Instead, the game would engender empathy for the U.S. Marines who fought in the battle.

This promotional campaign encountered immediate opposition. Veterans of the battle argued that a documentary story about a controversial battle in a controversial war could hardly be stripped of its politics while remaining true to its subject. War is inherently political, the Fallujah veteran John Phipps explained to The Gamer. So to say youre going to make an apolitical video game about war is nonsense. Show me a war that wasnt started because of politics. You cant. War is politics. Its just a different form of politics.

The controversy about Six Days in Fallujah is really a larger story about video games, militarism in the media, and the expanding boundaries of politics. Video games are not only a contested cultural space in America, but also a contested political space in which governments and corporations, journalists and activists, and players of every stripe, are competing to tell stories and shape perceptions about the world. This multi-billion dollar industry plays an increasingly important role in shaping the world-view of its participants and the politics of their societies. It is far past time that the policy community writ large treat this industry with a rigor equal to its influence.

A game about the Iraq War might not seem like it poses big questions about the politics of war, but as a hugely popular form of mass media, video games can influence peoples emotional states, thought patterns, and perceptions. Every year, military-themed first person shooters (FPS), which simulate combat from the point of view of a combatant, generate billions of dollars of revenue. The most popular franchises, like Call of Duty, Battlefield, Counter-Strike and Halo, have sold hundreds of millions of copies and feature varying degrees of realism, inspiration from real-world events, and science-fiction elements. Unlike print, radio, television, or movies, video games are an interactive format that allows them to affect people differently than more traditional forms of broadcast media. Ian Bogost, a professor of media studies at the Georgia Institute of Technology, has argued that the interactive nature of video games makes them an inherently persuasive mediuma system of procedural rhetoric that encourages players to create abstract mental models for how systems work and to form judgments about those systems through the act of playing. The design of a games models and systems of interactions are intentional choices by the designers, and they set the terms for how a person encounters the game. One video game designer called this effort to induce a certain type of player reaction emotion engineering in the design process.

Research has demonstrated that some game design choices improve the way people focus and increase feelings of well-being. Other design choices can trigger addictive behavior. While research is ongoing, experimental studies have shown that some military FPS games can cause players to become measurably more militarist in outlook. In a realistic military FPS game, the presence or absence of rules of engagement, for example, will dramatically change how the player approaches a mission. When the military itself consults on the design of such a game, this leads to a number of uncomfortable questions about why those choices were made. Consider Full Spectrum Warrior, a 2004 game that began development as a training simulator for U.S. Army soldiers. The company behind it, Pandemic, modified the game into a commercial release that so the Army could send the game downrange for soldiers to play while deployed. Set in a fictionalized version of Iraq, the game features an empty, crumbling urban landscape coded to be obviously Middle Eastern, filled only with Arab men to shoot. The strongest incentive not to engage in combat isnt to safeguard civilians, but to avoid personal injury to your squad mates. Despite its marketing as realistic and messaging that it was developed with input from the Pentagon, the game-world it creates removes the complexity of urban insurgency and substitutes simplified moral dilemmas that portray the military in unambiguously good termsan enjoyable setting for a game, but hardly reflective of the reality of the war in Iraq.

Examples from traditional media help elaborate why this is a concern. Emotionally resonant media about real issues have changed publics perception. Researchers have found, for example, that ostensibly realistic films like Argo (depicting the 1979 Iranian hostage crisis) or Zero Dark Thirty (chronicling the search for Osama bin Laden) altered public opinion about those events. There is also evidence that such media can result in real world behavioral change in agents of the state. In his 2008 book, Torture Team: Rumsfelds Memo and the Betrayal of American Values, Philippe Sands interviewed a former lawyer stationed at the U.S. Naval Station at Guantanamo Bay, Cuba, who claimed that the television show 24 inspired interrogators to go further than they otherwise might. The journalist Jane Mayer interviewed an Army interrogator in Iraq, who said that after people watched 24, they would walk into the interrogation booths and do the same things theyve just seen.

This is perhaps one reason why the Pentagon has collaborated with Hollywood since the early 20th century to create sympathetic portrayals on television and in film through the Entertainment Officean arrangement often called the military-entertainment complex. For television shows like 24 and films like American Sniper, the office will not only analyze the scripts for accuracy, it will also alter scripts to improve the portrayal of the military on screen. The Entertainment Office is in enough demand to be selective in what it will advise, reportedly turning down 95% of the scripts or story treatments it receives. Were not going to support a program that disgraces a uniform or presents us in a compromising way, Captain Russell Coons, director of the Navy Office of Information West, told Al Jazeera in 2014. This selectivity creates a powerful incentive for writers, producers, and directors to cede narrative ground to the Pentagon in order to secure access to their expertise, equipment, and approval.

In many ways, video games are just another branch of the military-entertainment complex, since developers will collaborate with the Pentagon to ensure a degree of realism. The developers of the 2014 title Call of Duty: Advanced Warfare, which is set in the near future, not only consulted with soldiers and futurists to generate realistic combat scenarios and rules of engagement, they also recruited a Pentagon scenario planner to the design team. The Pentagon scenario planner helped the game developers think through a realistic set of threats for a futuristic war scenario, which prompted them to select private military contractors as the most plausible enemy over their first choice, Chinas Peoples Liberation Army. In doing so, the Pentagon influenced the design of the game to shape how players will envision future real-world threats. Considering the game sold more than 21 million copies, this represented an enormous audience for the Pentagon to influence. (It is notable that one of the games directors was later hired by the Atlantic Council think tank to advise the military on future warfare scenarios, cycling the same threat model from the Pentagon to video games, to think tanks, and back to the Pentagon.)

The U.S. military also appears to have been involved in the production of Six Days in Fallujah, which raises questions about how it is intended to shape perceptions of the Iraq war. In the mid-2000s, Tamte led a different video game developer named Destineer, which partnered with the Japanese publisher Konami to release a version of Six Days. Back then, Tamte claimed the game had no stance on the politics of the war in Iraq, as he repeated this year. At the time, Destineer ran a thriving side business making training simulations for the Pentagon and the intelligence community. The U.S. Marine Corps was an official consultant for the companys first game, Close Combat: First to Fight. And In-Q-Tel, the CIAs venture investment arm, partnered with the company in 2005. The suggestion that a company with such deep ties to the government could make a game without politics sparked an outcry, and Konami deemed the game too controversial. They canceled its publication in 2009. No one is canceling Six Days in Fallujah anymore. Tamtes current company, Victura, is also a publisher, so he is moving forward with a new developer contracted to update the games code and gameplay. The game is slated for release later this year.

Today, the global video game industry is one of the worlds largest culture industries. According to market research firm IDC, the global video game market topped $179 billion in revenue in 2020, making it larger than the global film industry ($100 billion) and North American professional sports (around $75 billion) combined. Video games cultural impact skews young: According to the Entertainment Software Association, 70% of people under the age of 18 regularly play video games. Younger players also tend to be male: According to a Pew survey, almost twice as many young men regularly play games as young women. That doesnt mean all players are young; 64% of players are between 18 and 54 years oldprime voting age.

The Pentagon certainly views gamers as a high-value target for outreach and has spent 20 years using video games for recruitment. The most famous of these efforts, Americas Army, was a free-to-play military FPS game launched in 2002 to persuade young players to enlist. Its portrayal of army service was neutral and de-politicized and avoided portraying the hardships of basic training or graphic bloodshed during combat sequences. It instead focused on exacting detail in weaponry, uniforms, and mission design.

While Americas Army did not result in a recruitment boom, by the 2010s, as the number of new enlisted flagged, the U.S. military revisited video games as a way to boost its numbers. In 2018, the Pentagon created a new service track of professional video game players to compete in the growing field of esportsprofessional, competitive video game play. These new service tracks are part of the recruiting commands in the Air Force, Navy, and Army, a recognition of the power of the growing power of esports to generate interest among younger people. I would argue that in looking at these generations, we have to begin thinking about how they approach this question of where they will apply their talent, Dr. E. Casey Wardynski, an Army recruiting official, told journalists about the program. We have to confront this question of, will we wait until theyre 17, or will be start talking to them at age 12, 13, 14, 15, when they form the set of things they are thinking about doing with their life?

The growth of online streaming has only expanded the audience for video games and has had a powerful effect on culture. Popular online streamers, using services such as Twitch, livestream feeds of the games they play alongside their commentary. They interact with viewers via chat functions and build loyal followings. The streamer popularly known as PewDiePie (real name Felix Kjellberg) is the highest-earning creator on YouTube, pulling in roughly $8 million per month mainly by broadcasting himself playing video games to the more than 100 million subscribers to his channel. He briefly had a lucrative partnership with Disney that the entertainment giant ended after a series of his videos featured anti-Semitic imagery and slurs. While Kjellbergs beliefs are all but impossible to pin down, he has used racist and anti-Semitic slurs on his livestreams and for a time was a cult-hero on the right. The gunman who attacked a New Zealand mosque in 2019 urged those watching a livestream of the attack to subscribe to Pewdiepies channel before opening fire. Kjellberg has disavowed the far-right and has spoken about his struggles to balance the tongue-in-cheek style of video game livestreams with the real-world political fallout such talk can have. Kjellbergs successand the controversy around himspeaks to the centrality of video games and video game culture in online life.

The policy implications of video games

Video games are not neutral spaces stripped of politics in which people engage in neutral play together. They are vibrant, contested, growing, lucrative, politicized spaces, where actors of all sizes and ideologies compete to influence the minds of their audiences. Video games are where politics happen. Congresswoman Alexandria Ocasio-Cortez has been a leader in using games to reach voters. She recognizes, just as the Pentagon does, that games are an important site for political speech, especially when live-streamed. This past October, she hosted a get-out-the-vote event on the video game streaming service Twitch that attracted more than 430,000 live spectators to her channel, the third-largest audience the site had ever attracted to a single stream.

Games can tell us a lot about how the world works. Johan Huizinga theorized in Homo Ludens that play is essential to culture and the formation of society. The concept of play, he argues, is foundational to how humans form their beliefs about rule-based systems, which are the foundation of modern civilization. Video games began as a new way to play with computers but have evolved into rich texts filled with politics and arguments for how the world should work.

The cultural dominance of video games lends them political salience. Studying how video game communities form and discuss issues can offer unexpected insight into how audiences are built and come to share common beliefs, including malignant ones. As an example, consider how video games presaged the rise of the alt-right in American politics. In 2005, the far-right provocateur Steve Bannon started a business to pay Chinese players to farm assets in the online multiplayer game World of Warcraft to sell to other players at a profit. The business itself flopped, but Bannon learned from the experience that video game players can be mobilized outside the game. These guys, these rootless white males, he told the journalist Joshua Green, referring to his perceived customers, had monster power.

When he took over the online news outlet Brietbart, Bannon realized he could use video games to power the online alt-right that ultimately helped Donald Trump win the White House. In 2014, Bannon led Breitbart to take an active role in publicizing and encouraging Gamergate, an explosion of organized, violent, and misogynist harassment carried out by some video game players angry at the rise of feminist perspectives in games. Mobilizing gamers to fight for conservative values in the culture war turned out to be wildly popular. Bannon turned the rhetorical strategies and organizing tools of Gamergate into powerful weapons for the Trump campaign, and with them, he mobilized a small army of very angry, very online young men into effective political operatives.

Gamergate had a transformative effect on the nature of online discourse. One of its most enthusiastic proponents, Mike Cernovich, moved on from Gamergate to write fake news stories attacking Hillary Clinton during the 2016 election and later hosted a show for Alex Jones conspiracy show Info Wars. The pattern of coordinated abuse, harassment, and threats perfected by GamerGate has come to define much of the Trump-supporting internet. Charlie Warzel, a technology journalist at the New York Times observed last year that Gamergates DNA is everywhere on the internet.

Obviously not all video game players are misogynist harassers, just as not all games are funded by the Pentagon to present tailored narratives about a controversial war. But all video games do present a worldview to the player, whether it is explicit or not, and understanding that world view can help us understand what the players themselves believe. As an inescapable part of public discourse and an enormous media market we ignore at our peril, video games are not just video games: They are the site of political contention, of negotiation over social boundaries, and of free speech itself.

Joshua Foust is a PhD student studying strategic communication at the University of Colorado Boulders College of Media, Communication, and Information. His website is joshuafoust.com.

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Video games are the new contested space for public policy - Brookings Institution