While most moderation actions on major social platforms are performed by either the platforms themselves or volunteer moderators, it is rare for platforms to collaborate directly with moderators to address problems. This paper examines how the group-chatting platform Discord coordinated with experienced volunteer moderators to respond to hate and harassment toward LGBTQ+ communities during Pride Month, June 2021, in what came to be known as the "Pride Mod" initiative. Representatives from Discord and volunteer moderators collaboratively identified and communicated with targeted communities, and volunteers temporarily joined servers that requested support to supplement those servers' existing volunteer moderation teams. Though LGBTQ+ communities were subject to a wave of targeted hate during Pride Month, the communities that received the requested volunteer support reported having a better capacity to handle the issues that arose. This paper reports the results of interviews with 11 moderators who participated in the initiative as well as the Discord employee who coordinated it. We show how this initiative was made possible by the way Discord has cultivated trust and built formal connections with its most active volunteers, and discuss the ethical implications of formal collaborations between for-profit platforms and volunteer users.
2016),"Learning how to learn by solving bizarre problems: a playful approach to developing creative and strategic thinking", On the Horizon, Vol. 24 Iss 1 pp. 112-120 http://dx.Access to this document was granted through an Emerald subscription provided by emerald-srm:448207 [] For AuthorsIf you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about how to choose which publication to write for and submission guidelines are available for all. Please visit www.emeraldinsight.com/authors for more information. About Emerald www.emeraldinsight.comEmerald is a global publisher linking research and practice to the benefit of society. The company manages a portfolio of more than 290 journals and over 2,350 books and book series volumes, as well as providing an extensive range of online products and additional customer resources and services.Emerald is both COUNTER 4 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation. AbstractPurpose -This paper aims to describe the World of Warcraft (WoW) experience, where students in a graduate English seminar played WoW to ground their learning about digital literacies. Through the experience, students developed their own digital literacies and learned to enter academic discourse about games and digital literacies. Design/methodology/approach -In the paper, the instructor and eight students describe the purpose, design and outcomes of the experience. Over the course of a month, the group coordinated logistics and roles, each person created a character, each character reached the threshold level for low-level dungeons, the whole class played several dungeons together and the class engaged in metaconversation about the experience. Findings -The instructor reflects on the problem of practice that the WoW experience addressed and the instructional organization of the experience. The students, who came into the WoW experience with a range of prior knowledge about games and Massively Multiplayer Online Roleplaying Games, reflect on what challenges they faced while learning to play and develop their own digital literacies, how they assembled resources to overcome challenges, how their views of digital literacies and games shifted from the experience and how the experience helped them rethink teaching first-year composition. Originality/value -As the WoW experience illustrates, finding ways to connect games to advanced graduate courses can create fun, frustration and powerful learning experiences for students as they maneuver complex content.
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