• A time bomb 'supercharged' by the Pandemic; Gaming being used to recrui

    From Creon@21:1/5 to All on Sat Jul 22 11:48:08 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    A time bomb ‘supercharged’ by the pandemic: How white
    nationalists are using gaming to recruit for terror

    Experts are warning that far-right agitators are using online
    gaming platforms to spread hate and recruit a new generation of
    converts. Supercharged by the rise of gaming and social
    isolation during the pandemic, extremism academics say more
    needs to be done to police these platforms for grooming hate. Io
    Dodds reports

    Thursday 07 April 2022 18:48

    The player's profile picture raised no red flags: just the
    smiling Lego like-face of a typical Roblox avatar, little
    different from the estimated 220 million people who log in at
    least once a month to the wildly popular children's video gaming
    platform.

    On closer inspection, however, the player's "favourites" list
    had been arranged into an impromptu mosaic with the words:
    "Patriotic Front. Life, liberty, victory! Reclaim America!" The
    Patriot Front is an American group of fascist street fighters,
    who use "reclaim America" as their slogan.

    The player was also part of an in-game group called Justice 4
    Floyd, whose logo appeared to be based on the black shield of
    Nazi German SS combat divisions in the Second World War. That
    group was linked by "alliances" to other Roblox groups with
    names such as the British Nationalist Vanguard, the Condor
    Division (similar to the Nazis' Condor Legion), and the New
    Hampshire 2nd Infantry Platoon, whose description bore
    references to known neo-Nazi groups.

    This is just one of the suspicious networks uncovered in popular
    video games and gaming-related social networks by Alex Newhouse,
    a researcher at the Middlebury Institute of International
    Studies in Monterey, California. In a talk last week at the Game
    Developers Conference in San Francisco, he and gaming
    psychologist Rachel Kowert laid out evidence of how the gaming
    boom of the pandemic era has given far-right extremists, who
    have long been active in gaming communities, new opportunities
    to recruit and organise.

    Worse, Mr Newhouse argues that major gaming companies, in their
    quest to attract and retain users, are expanding the features
    that extremists can weaponise while failing to increase their
    safety efforts at the same pace – creating an online time bomb
    that could lead to offline violence.

    "As games are becoming more and more like social media platforms
    themselves, with all the features that you would expect from a
    Facebook or a Twitter, like groups and channels and friend lists
    and all that, they become attractive to extremists who have been
    deplatformed by Facebook and Twitter," he tells The Independent.

    "We know that extremists are intentionally structuring these
    networks to mobilise people to violence. They say as much, and
    we've interviewed former extremists who talk about this... there
    are individuals who are actively on the lookout or people they
    think can be spun out into a mass shooter or a terrorist."

    Extremists flock to Steam, Discord and Roblox
    Gaming is no stranger to the far right. The hobby's large
    quotient of disaffected and socially isolated young men has long
    proved attractive to extremist groups, who have a historical
    pattern of exploiting unexpected online services to spread their
    message.

    Mr Newhouse was a reporter at GameSpot in 2014 when resentment
    over the increasing prominence of feminism and minority advocacy
    in gaming communities exploded into a reactionary movement known
    as Gamergate. The controversy spawned intense harassment
    campaigns against female and non-white game developers and
    galvanised the careers of activists and influencers who later
    became key figures in the "alt right".

    Gamergate also gave rise to 8chan, an online message board,
    which has since became a central organising space for terrorists
    across the world. This was where the Christchurch mosque gunman
    in 2019 posted his manifesto, peppered with references to gaming
    culture, and where "Q" – the mysterious messiah of the QAnon
    movement – posted almost all of their conspiratorial
    prophecies.

    "In a cruel twist of fate, games critics and games media are
    still today, in some ways, much better equipped to handle the
    current landscape of extremism and disinformation than the
    people who were covering terrorists in the 2000s, in early
    2010s," says Newhouse, who later worked on data privacy at Sony
    Playstation and is now deputy director of Middlebury's Center on
    Terrorism, Extremism and Counterterrorism.

    Last year, Mr Newhouse noticed an "increasing amount of chatter"
    in extremist networks that suggested their members were moving
    in large numbers to services such as Discord, a group chat app
    popular with gamers, and Steam, an all-purpose online gaming
    platform that combines store front, social network and games
    library.

    The timing coincided with a series of crackdowns by major social
    networks in the wake of violent attacks linked to extremist
    communities such as QAnon and Boogaloo, culminating in the
    storming of the US Capitol in January 2021. Mr Newhouse suspects
    that was one motive for the migration, though he cannot be sure.

    Discord, he told the GDC audience, "has become probably the main
    place for the initiation of someone from the early stages of
    radicalisation into increasingly robust [far-right]
    socialisation and identity". He says extremist communities often
    use a Discord "server" – effectively a linked group of
    chatrooms, which can be public or private – as a hub for
    activity in various video games.

    Why Discord? Partly because it's already popular, especially
    with the white men and boys aged 15 to 22 who far right groups
    tend to target. But Mr Newhouse also says: "Discord has shown
    that it's relatively unwilling to take pretty significant action
    against these groups.

    “They're able to post under the radar well enough that they
    don't get as much attention as the big Telegram or Facebook
    networks... it's probably the most popular, least enforced
    platform."

    'Groomed via online gaming'
    In 2017, Discord's staff learned that their app had been one of
    the major organising places for the Unite the Right white
    supremacist rally in Charlottesville, Virginia, at which an
    avowed neo-Nazi killed one person and injured 35 in a vehicle
    ramming attack.

    At the time, Discord’s "trust and safety" team consisted of
    one person. The event sparked change inside the company, and by
    last May the safety team had swelled to about 60.

    Yet the problem persists. An investigation in August by the
    Institute for Strategic Dialogue (ISD), a British think tank,
    found 24 extreme right servers on Discord; 100 such channels on
    the livestreaming service DLive; 91 channels on Twitch, a
    better-known livestreaming service owned by Amazon; and 45
    public groups on Steam.

    Steam appeared to host the most entrenched and long-lasting
    networks, acting as a community hub, while Discord servers had
    short life-cycles due to the company's crackdowns and were used
    to provide "safe spaces" for young people to explore extremist
    ideas and to coordinate harassment campaigns against minority
    groups.

    Meanwhile, journalists have found numerous examples of far right
    groups building propaganda content in video games, such as
    interactive Nazi concentration camps in Minecraft and Roblox.

    The ISD's report also found evidence that several extreme right
    Discord servers hosted many under-17s, "raising concerns that
    the platform is being used for the radicalisation of minors". It
    found limited evidence of extremists using gaming communities to
    groom new members, concluding that most used them to bond with
    fellow radicals and mobilise action.

    Exit Hate, a British group that helps people leave extremist
    movements, tells The Independent that it is currently mentoring
    two people who were "groomed via online gaming".

    A spokesperson said those people could not be interviewed
    because Exit Hate recommends its mentees wait 12 months before
    speaking to the press, but added: "Just over 70 per cent of
    people we talk to have been recruited online, with a growing
    number influenced by far-right gaming."

    Although there isn't enough data to know how the pandemic has
    affected this picture, mainstream social networks have suffered
    sharp upticks in extremism. Moonshot, a British company that
    works with tech firms and government agencies to design and
    measure the performance of counter-extremism programmes, says it
    saw surge in extremist activity across the board.

    "We have consistently found a connection between social
    isolation and extremism, so increased isolation during the
    pandemic, we believe, also made people more vulnerable," says
    Ross Frenett, Moonshot's co-founder and co-chief-executive, who
    has helped draft reports on extremism in gaming communities for
    the European Commission.

    "The pandemic [also] allowed a number of different previously,
    loosely connected or unconnected ideologies to fuse. The fusion
    of some of the anti-vax conspiracy narratives with QAnon and
    neo-Nazi ideas – all that was supercharged during the
    pandemic."

    ‘When I heard about this, my jaw hit the floor’
    For Dr Kowert, who is research director at the gaming-focused
    mental health charity Take This, says such research was an
    alarming wake-up call.

    "The first time I talked to Alex about his research, my jaw hit
    the floor," she says. "A lot of times when you talk about
    extremism in games, the thing that people imagine is a swastika
    put in a Discord chat. They're not thinking about, actually,
    these networks are people are being recruited, groomed, and
    mobilised within these spaces."

    While politicians and journalists have traditionally worried
    about the content of video games – fearing, for example, that
    bloody shooters would make their players more disposed to
    violence – Dr Kowert says the real danger is more subtle.

    She criticises the medium for its historically "ethnocentric"
    worldview, with white player characters fighting stereotyped
    foreign enemies, but argues that such narratives provide useful
    rhetorical tools for extremists rather than priming players
    directly to accept dehumanising ideas.

    She also distinguishes between people who play games – now a
    huge proportion of the rich world's population – and "gamers",
    which has become a distinct cultural identity. "My mom plays
    Wordle every day. If you asked her if she was a gamer, she would
    never, ever say she was," says Dr Kowert. "I have three small
    children, I haven't played a game properly in years, and I would
    absolutely say I am a gamer."

    However, Dr Kowert believes that this sense of shared culture is
    part of what makes gamers vulnerable to radicalisation. For
    many, "gamer" is a strong identity that induces feelings of
    solidarity and self-sacrifice towards other members of the
    group. Some undergo a process of "identity fusion", meaning that
    their membership of the social group "gamers" becomes core to
    their fundamental self.

    Although most research on identity fusion has looked at
    nationalist groups or military groups, Dr Kowert's research has
    founder that gamer identity fusion is correlated with alt-right
    identity.

    She cites studies showing that social bonds between gamers tend
    to be closer, more intimate, and more durable than the looser
    companionship typical of other online relationships, in part
    because they are forged through simulated battles and struggles.

    "Friendships in games are formed backwards," she told GDC.
    "They're emotionally jumpstarted by this shared activity. First
    trust is established and then you get to know someone, whereas
    traditionally you get to know someone and then later you can
    determine if you trust them... that is a potential vulnerability
    when it comes to radicalisation and recruitment."

    Game companies may be exacerbating the problem
    According to Mr Newhouse, the far right radicalisation playbook
    tends to follow three basic steps. First comes the "shotgun"
    phase, in which extremists blast out propaganda and provocations
    into gaming communities, often disguised as "edgy" or ironic
    humour. Their goal is both to normalise their ideas, blurring
    the lines between bystander and true believer, and reach
    individuals who might be predisposed to learn more.

    Jim Whitley, a volunteer moderator for one of Reddit's major
    Second World War history boards, describes a similar dynamic
    playing out there. Neo-Nazis try various tactics to insert their
    ideas into discussion, from insincere "just asking questions"
    threads that "cloak one's opinions in questions that appear
    innocuous" to "indirect" propaganda arguments that disguise
    fascist apologia as historical scholarship.

    "The best way to combat this sort of ideological intrusion is
    with active moderation and vigorous responses. A laissez-faire
    approach simply doesn't work, because the extremists care more
    and will coordinate their efforts," Mr Whitley tells The
    Independent. When moderators clock what's happening, the
    fascists sometimes unmask, hurling antisemitic and gendered
    abuse in private messages.

    Then comes the phase of "social networking and identity
    creation", in which sympathetic users are sucked into deeper
    ties with extremists. These groups offer genuine support and
    community while encouraging members to undergo far-right
    identity fusion, moving into the third stage: "mobilisation".

    Here, the most hardened and committed members become part of
    efforts to organise material actions for the cause, such as
    protests, rallies, skirmishes with anti-fascist activists,
    vandalism, harassment campaigns, or even shootings and terrorist
    attacks. Mr Newhouse has found probable such networks on Roblox,
    Steam and Discord.

    This whole process is made easier by the proliferation of what
    Mr Newhouse calls "social hooks", meaning features that allow
    gamers to build networks together that can span multiple games
    and platforms. Groups, friends lists, alliances and feuds, and
    tie-ins between games and social networks are all tools that can
    be exploited by extremists, and all are becoming more common.

    These features are hardly new, appearing in "massively
    multiplayer" Noughties games such as Everquest and World of
    Warcraft, but changes in the gaming industry have made them
    ubiquitous. Video games today are fully mainstream, and
    inescapable among Generation Z, while most of the biggest games
    are now both online and free to play.

    Whereas in the Noughties most games were single player by
    default, with multiplayer bouts requiring special effort, it's
    now the norm for big titles such as Fortnite, Minecraft and
    Destiny to be continually connected to the internet, delivering
    an endless stream of new updates, interactions with other
    players, and opportunities to buy digital goods for real money.

    "It's a matter of scale," says Mr Newhouse. "All these games are
    becoming more accessible, and at the same time bringing with
    them millions upon millions of more players. It's [at] the point
    where for a lot of people, the games are their de facto social
    platform – they're where they go to interact with the most.

    "It's almost like the really die-hard World of Warcraft players
    are more the norm than the exception these days, because of how
    entrenched these games have become in the culture and how
    pervasive those persistent community-building features are
    throughout them."

    'We're ten years behind where we should be'
    Are the companies that host these communities doing enough? Mr
    Newhouse believes not, saying that "content moderation in games
    isn't as advanced as other forms of social media" and that
    Discord has repeatedly failed to spot servers that are "openly
    affiliated with extremist movements".

    Moreover, he argues that many companies still treat the problem
    as one of content moderation – finding and removing content
    that breaks a set of rules – rather than of intelligence
    gathering and network-breaking, which requires different
    strategies.

    Dr Kowert similarly says: "This is festering in gaming
    communities, and we're ten years behind where we should be in
    terms of how to combat it."

    Mr Frenett believes the games industry is alert to the problem,
    but warns that companies need to match what bigger social
    networks are doing as best they can at their size. That means
    having some kind of dedicated intelligence capability, banning
    extremist activity even when it doesn't break the law, and
    building artificial intelligence to automatically detect signs
    of extremist organising, among other solutions specific to the
    type of platform.

    "Platforms should proactively search for harms," he says. "They
    shouldn't sit around and wait for harms to be reported to them.
    Whatever your capacity, there is an ethical responsibility to
    ensure that the product that you're putting into the world is
    safe by design.

    "We don't expect car companies to just put out unsafe cars, and
    then only make changes when people die. But far too often in the
    technology world, the idea is 'build it and they will come, and
    when there's complaints, we'll figure it out'.

    "Maybe was excusable when the internet was in its infancy, but
    we've all we've all been around long enough now to know that if
    you're building a new platform, and it allows for social
    connection, it will be abused by disinformation actors,
    conspiracy theorists and terrorists."

    Companies' efforts, and their openness in describing them, vary.
    Discord, Twitch and Microsoft, which owns Minecraft, have all
    joined the Global Internet Forum to Counter Terrorism (GIFCT), a
    nonprofit founded by Facebook, Microsoft, Twitter and YouTube in
    2017 to coordinate anti-terror efforts between tech firms.

    As a condition of membership, all release regular transparency
    reports that say how much content they have taken down and in
    what categories, as well as how they find it in the first place.
    Roblox and Steam's parent company Valve are not part of GIFCT,
    although Roblox says it is "in dialogue" with the body.

    In response to questions from The Independent, Discord and
    Roblox both said they had dedicated counter-extremism or
    counter-terrorism teams, though did not say how many moderators
    they have. Microsoft said it strictly forbids "terrorist or
    violent extremist content" but gave few details. Twitch and
    Valve declined to comment on the record.

    A spokesperson for Discord disputed Mr Newhouse's
    characterisation, telling The Independent that it had
    investigated and taken action against the servers mentioned in
    the GDC talk. They said the company has a "dedicated
    counter-extremism sub-team" that works proactively to find
    radical networks before they are reported by users.

    "It is Discord’s highest priority to ensure a safe experience
    for our communities, and we are continuously investing in our
    safety capabilities," the spokesperson said. "Our dedicated
    safety team uses a mix of proactive and reactive tools to keep
    activity that violates our policies off the service, including
    advanced technology like machine learning models."

    The company has also begun taking users' offline behaviour into
    account when deciding whether its rules on extremism have been
    broken (Twitch has done the same). Any credible evidence of
    offline participation in known violent groups, or threats of
    violence, could lead to an online ban.

    Roblox gave the fullest response. “We abhor extremist
    ideologies and have zero tolerance for extremist content of any
    kind on Roblox," said the firm's vice president of trust and
    safety Remy Malan. "Because of the swift, proactive steps we
    take, extremist content is extremely rare on our platform and
    therefore, for the vast majority of the Roblox community who do
    not seek out such content, it is very unlikely they would be
    exposed to it....

    "We recognise that extremist groups are turning to a variety of
    tactics in an attempt to circumvent the rules on all platforms,
    and we are determined to stay one step ahead of them. We are
    deliberately agile in our efforts – we constantly strengthen
    the tools and filters we use to track down bad actors and expand
    the range of content blocked by our moderation systems."

    He added that Roblox has "thousands" of content moderators who
    cover all hours, and uses artificial intelligence (AI) to scan
    "every single image, video, and audio file" uploaded by users.
    He also thanked Dr Kowert and Mr Newhouse for their work, and
    said the company is in "active dialogue" with them, GIFCT, and
    other organisations such as the ADL.

    Gaming culture may be part of the solution
    Content moderation alone can't dismantle extremist networks nor
    solve the underlying social or psychological problems that lead
    them to form. A lasting improvement might come from the same
    unique elements of gaming culture that extremists try to exploit.

    "We do know that games offer a lot of positive social and
    emotional support," says Dr Kowert. "They are associated with
    reduced loneliness; they produce bonding and social capital...
    I've been friends with some of the people I play games [with]
    for decades..."

    The question, then, is why this same bonding process leads most
    people into healthy, positive relationships and a minority into
    political extremism. One potential answer, which Dr Kowert is
    currently researching, is that high levels of harassment, hate
    speech, or toxic behaviour in a community make its members more
    likely to be radicalised in future, turning the process of
    identity fusion to bad ends.

    Moonshot has found that, in Mr Frenett's words, "engaging hate
    speech is often an indicator that you're on the road to
    extremism". If so, gaming companies would need to see harassment
    and violent extremism as linked problems, adopting a coordinated
    approach to both.

    Either way, Dr Kowert warns that researchers must reckon with
    the real needs people are seeking to fulfil when they join
    extremist communities. "What's really critical about these
    radicalisation groups is they absolutely make you feel welcome
    and that you belong," she says. "The valence of the conversation
    is obviously towards hate and violence, but they're there to
    make you feel good and make you feel included and make you feel
    special."

    Mr Frenett argues strongly that games and gaming culture are
    part of the solution, saying there is no systematic evidence
    that gamers or gaming communities are at greater risk of
    radicalisation than any other group.

    "There's been a sustained attempt for decades now to connect
    gaming with violence from groups like the National Rifle
    Association to deflect away from the idea that gun control
    [could reduce] mass violence, and unfortunately that perception
    of gamers as vulnerable in and of themselves has filtered
    through," he says. "It's frankly at best misguided, at worst
    incredibly dangerous."
    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

    https://www.independent.co.uk/news/world/americas/gaming-violence-white-nationalists-online-b2051956.html





    --
    -c

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Skeeter@21:1/5 to All on Sat Jul 22 08:18:43 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    In article <YlPuM.35057$JbKe.6219@fx04.iad>, creon@creon.earth says...

    A time bomb ?supercharged? by the pandemic: How white
    nationalists are using gaming to recruit for terror

    Experts are warning that far-right agitators are using online
    gaming platforms to spread hate and recruit a new generation of
    converts. Supercharged by the rise of gaming and social
    isolation during the pandemic, extremism academics say more
    needs to be done to police these platforms for grooming hate. Io
    Dodds reports

    Thursday 07 April 2022 18:48

    The player's profile picture raised no red flags: just the
    smiling Lego like-face of a typical Roblox avatar, little
    different from the estimated 220 million people who log in at
    least once a month to the wildly popular children's video gaming
    platform.

    On closer inspection, however, the player's "favourites" list
    had been arranged into an impromptu mosaic with the words:
    "Patriotic Front. Life, liberty, victory! Reclaim America!" The
    Patriot Front is an American group of fascist street fighters,
    who use "reclaim America" as their slogan.

    The player was also part of an in-game group called Justice 4
    Floyd, whose logo appeared to be based on the black shield of
    Nazi German SS combat divisions in the Second World War. That
    group was linked by "alliances" to other Roblox groups with
    names such as the British Nationalist Vanguard, the Condor
    Division (similar to the Nazis' Condor Legion), and the New
    Hampshire 2nd Infantry Platoon, whose description bore
    references to known neo-Nazi groups.

    This is just one of the suspicious networks uncovered in popular
    video games and gaming-related social networks by Alex Newhouse,
    a researcher at the Middlebury Institute of International
    Studies in Monterey, California. In a talk last week at the Game
    Developers Conference in San Francisco, he and gaming
    psychologist Rachel Kowert laid out evidence of how the gaming
    boom of the pandemic era has given far-right extremists, who
    have long been active in gaming communities, new opportunities
    to recruit and organise.

    Worse, Mr Newhouse argues that major gaming companies, in their
    quest to attract and retain users, are expanding the features
    that extremists can weaponise while failing to increase their
    safety efforts at the same pace ? creating an online time bomb
    that could lead to offline violence.

    "As games are becoming more and more like social media platforms
    themselves, with all the features that you would expect from a
    Facebook or a Twitter, like groups and channels and friend lists
    and all that, they become attractive to extremists who have been
    deplatformed by Facebook and Twitter," he tells The Independent.

    "We know that extremists are intentionally structuring these
    networks to mobilise people to violence. They say as much, and
    we've interviewed former extremists who talk about this... there
    are individuals who are actively on the lookout or people they
    think can be spun out into a mass shooter or a terrorist."

    Extremists flock to Steam, Discord and Roblox
    Gaming is no stranger to the far right. The hobby's large
    quotient of disaffected and socially isolated young men has long
    proved attractive to extremist groups, who have a historical
    pattern of exploiting unexpected online services to spread their
    message.

    Mr Newhouse was a reporter at GameSpot in 2014 when resentment
    over the increasing prominence of feminism and minority advocacy
    in gaming communities exploded into a reactionary movement known
    as Gamergate. The controversy spawned intense harassment
    campaigns against female and non-white game developers and
    galvanised the careers of activists and influencers who later
    became key figures in the "alt right".

    Gamergate also gave rise to 8chan, an online message board,
    which has since became a central organising space for terrorists
    across the world. This was where the Christchurch mosque gunman
    in 2019 posted his manifesto, peppered with references to gaming
    culture, and where "Q" ? the mysterious messiah of the QAnon
    movement ? posted almost all of their conspiratorial
    prophecies.

    "In a cruel twist of fate, games critics and games media are
    still today, in some ways, much better equipped to handle the
    current landscape of extremism and disinformation than the
    people who were covering terrorists in the 2000s, in early
    2010s," says Newhouse, who later worked on data privacy at Sony
    Playstation and is now deputy director of Middlebury's Center on
    Terrorism, Extremism and Counterterrorism.

    Last year, Mr Newhouse noticed an "increasing amount of chatter"
    in extremist networks that suggested their members were moving
    in large numbers to services such as Discord, a group chat app
    popular with gamers, and Steam, an all-purpose online gaming
    platform that combines store front, social network and games
    library.

    The timing coincided with a series of crackdowns by major social
    networks in the wake of violent attacks linked to extremist
    communities such as QAnon and Boogaloo, culminating in the
    storming of the US Capitol in January 2021. Mr Newhouse suspects
    that was one motive for the migration, though he cannot be sure.

    Discord, he told the GDC audience, "has become probably the main
    place for the initiation of someone from the early stages of
    radicalisation into increasingly robust [far-right]
    socialisation and identity". He says extremist communities often
    use a Discord "server" ? effectively a linked group of
    chatrooms, which can be public or private ? as a hub for
    activity in various video games.

    Why Discord? Partly because it's already popular, especially
    with the white men and boys aged 15 to 22 who far right groups
    tend to target. But Mr Newhouse also says: "Discord has shown
    that it's relatively unwilling to take pretty significant action
    against these groups.

    ?They're able to post under the radar well enough that they
    don't get as much attention as the big Telegram or Facebook
    networks... it's probably the most popular, least enforced
    platform."

    'Groomed via online gaming'
    In 2017, Discord's staff learned that their app had been one of
    the major organising places for the Unite the Right white
    supremacist rally in Charlottesville, Virginia, at which an
    avowed neo-Nazi killed one person and injured 35 in a vehicle
    ramming attack.

    At the time, Discord?s "trust and safety" team consisted of
    one person. The event sparked change inside the company, and by
    last May the safety team had swelled to about 60.

    Yet the problem persists. An investigation in August by the
    Institute for Strategic Dialogue (ISD), a British think tank,
    found 24 extreme right servers on Discord; 100 such channels on
    the livestreaming service DLive; 91 channels on Twitch, a
    better-known livestreaming service owned by Amazon; and 45
    public groups on Steam.

    Steam appeared to host the most entrenched and long-lasting
    networks, acting as a community hub, while Discord servers had
    short life-cycles due to the company's crackdowns and were used
    to provide "safe spaces" for young people to explore extremist
    ideas and to coordinate harassment campaigns against minority
    groups.

    Meanwhile, journalists have found numerous examples of far right
    groups building propaganda content in video games, such as
    interactive Nazi concentration camps in Minecraft and Roblox.

    The ISD's report also found evidence that several extreme right
    Discord servers hosted many under-17s, "raising concerns that
    the platform is being used for the radicalisation of minors". It
    found limited evidence of extremists using gaming communities to
    groom new members, concluding that most used them to bond with
    fellow radicals and mobilise action.

    Exit Hate, a British group that helps people leave extremist
    movements, tells The Independent that it is currently mentoring
    two people who were "groomed via online gaming".

    A spokesperson said those people could not be interviewed
    because Exit Hate recommends its mentees wait 12 months before
    speaking to the press, but added: "Just over 70 per cent of
    people we talk to have been recruited online, with a growing
    number influenced by far-right gaming."

    Although there isn't enough data to know how the pandemic has
    affected this picture, mainstream social networks have suffered
    sharp upticks in extremism. Moonshot, a British company that
    works with tech firms and government agencies to design and
    measure the performance of counter-extremism programmes, says it
    saw surge in extremist activity across the board.

    "We have consistently found a connection between social
    isolation and extremism, so increased isolation during the
    pandemic, we believe, also made people more vulnerable," says
    Ross Frenett, Moonshot's co-founder and co-chief-executive, who
    has helped draft reports on extremism in gaming communities for
    the European Commission.

    "The pandemic [also] allowed a number of different previously,
    loosely connected or unconnected ideologies to fuse. The fusion
    of some of the anti-vax conspiracy narratives with QAnon and
    neo-Nazi ideas ? all that was supercharged during the
    pandemic."

    ?When I heard about this, my jaw hit the floor?
    For Dr Kowert, who is research director at the gaming-focused
    mental health charity Take This, says such research was an
    alarming wake-up call.

    Foil hat time?

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From mixed nuts@21:1/5 to Skeeter on Sat Jul 22 11:15:20 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    On 7/22/2023 10:18, Skeeter wrote:
    In article <YlPuM.35057$JbKe.6219@fx04.iad>, creon@creon.earth says...

    A time bomb ?supercharged? by the pandemic: How white
    nationalists are using gaming to recruit for terror

    Experts are warning that far-right agitators are using online
    gaming platforms to spread hate and recruit a new generation of
    converts. Supercharged by the rise of gaming and social
    isolation during the pandemic, extremism academics say more
    needs to be done to police these platforms for grooming hate. Io
    Dodds reports

    Thursday 07 April 2022 18:48

    The player's profile picture raised no red flags: just the
    smiling Lego like-face of a typical Roblox avatar, little
    different from the estimated 220 million people who log in at
    least once a month to the wildly popular children's video gaming
    platform.

    On closer inspection, however, the player's "favourites" list
    had been arranged into an impromptu mosaic with the words:
    "Patriotic Front. Life, liberty, victory! Reclaim America!" The
    Patriot Front is an American group of fascist street fighters,
    who use "reclaim America" as their slogan.

    The player was also part of an in-game group called Justice 4
    Floyd, whose logo appeared to be based on the black shield of
    Nazi German SS combat divisions in the Second World War. That
    group was linked by "alliances" to other Roblox groups with
    names such as the British Nationalist Vanguard, the Condor
    Division (similar to the Nazis' Condor Legion), and the New
    Hampshire 2nd Infantry Platoon, whose description bore
    references to known neo-Nazi groups.

    This is just one of the suspicious networks uncovered in popular
    video games and gaming-related social networks by Alex Newhouse,
    a researcher at the Middlebury Institute of International
    Studies in Monterey, California. In a talk last week at the Game
    Developers Conference in San Francisco, he and gaming
    psychologist Rachel Kowert laid out evidence of how the gaming
    boom of the pandemic era has given far-right extremists, who
    have long been active in gaming communities, new opportunities
    to recruit and organise.

    Worse, Mr Newhouse argues that major gaming companies, in their
    quest to attract and retain users, are expanding the features
    that extremists can weaponise while failing to increase their
    safety efforts at the same pace ? creating an online time bomb
    that could lead to offline violence.

    "As games are becoming more and more like social media platforms
    themselves, with all the features that you would expect from a
    Facebook or a Twitter, like groups and channels and friend lists
    and all that, they become attractive to extremists who have been
    deplatformed by Facebook and Twitter," he tells The Independent.

    "We know that extremists are intentionally structuring these
    networks to mobilise people to violence. They say as much, and
    we've interviewed former extremists who talk about this... there
    are individuals who are actively on the lookout or people they
    think can be spun out into a mass shooter or a terrorist."

    Extremists flock to Steam, Discord and Roblox
    Gaming is no stranger to the far right. The hobby's large
    quotient of disaffected and socially isolated young men has long
    proved attractive to extremist groups, who have a historical
    pattern of exploiting unexpected online services to spread their
    message.

    Mr Newhouse was a reporter at GameSpot in 2014 when resentment
    over the increasing prominence of feminism and minority advocacy
    in gaming communities exploded into a reactionary movement known
    as Gamergate. The controversy spawned intense harassment
    campaigns against female and non-white game developers and
    galvanised the careers of activists and influencers who later
    became key figures in the "alt right".

    Gamergate also gave rise to 8chan, an online message board,
    which has since became a central organising space for terrorists
    across the world. This was where the Christchurch mosque gunman
    in 2019 posted his manifesto, peppered with references to gaming
    culture, and where "Q" ? the mysterious messiah of the QAnon
    movement ? posted almost all of their conspiratorial
    prophecies.

    "In a cruel twist of fate, games critics and games media are
    still today, in some ways, much better equipped to handle the
    current landscape of extremism and disinformation than the
    people who were covering terrorists in the 2000s, in early
    2010s," says Newhouse, who later worked on data privacy at Sony
    Playstation and is now deputy director of Middlebury's Center on
    Terrorism, Extremism and Counterterrorism.

    Last year, Mr Newhouse noticed an "increasing amount of chatter"
    in extremist networks that suggested their members were moving
    in large numbers to services such as Discord, a group chat app
    popular with gamers, and Steam, an all-purpose online gaming
    platform that combines store front, social network and games
    library.

    The timing coincided with a series of crackdowns by major social
    networks in the wake of violent attacks linked to extremist
    communities such as QAnon and Boogaloo, culminating in the
    storming of the US Capitol in January 2021. Mr Newhouse suspects
    that was one motive for the migration, though he cannot be sure.

    Discord, he told the GDC audience, "has become probably the main
    place for the initiation of someone from the early stages of
    radicalisation into increasingly robust [far-right]
    socialisation and identity". He says extremist communities often
    use a Discord "server" ? effectively a linked group of
    chatrooms, which can be public or private ? as a hub for
    activity in various video games.

    Why Discord? Partly because it's already popular, especially
    with the white men and boys aged 15 to 22 who far right groups
    tend to target. But Mr Newhouse also says: "Discord has shown
    that it's relatively unwilling to take pretty significant action
    against these groups.

    ?They're able to post under the radar well enough that they
    don't get as much attention as the big Telegram or Facebook
    networks... it's probably the most popular, least enforced
    platform."

    'Groomed via online gaming'
    In 2017, Discord's staff learned that their app had been one of
    the major organising places for the Unite the Right white
    supremacist rally in Charlottesville, Virginia, at which an
    avowed neo-Nazi killed one person and injured 35 in a vehicle
    ramming attack.

    At the time, Discord?s "trust and safety" team consisted of
    one person. The event sparked change inside the company, and by
    last May the safety team had swelled to about 60.

    Yet the problem persists. An investigation in August by the
    Institute for Strategic Dialogue (ISD), a British think tank,
    found 24 extreme right servers on Discord; 100 such channels on
    the livestreaming service DLive; 91 channels on Twitch, a
    better-known livestreaming service owned by Amazon; and 45
    public groups on Steam.

    Steam appeared to host the most entrenched and long-lasting
    networks, acting as a community hub, while Discord servers had
    short life-cycles due to the company's crackdowns and were used
    to provide "safe spaces" for young people to explore extremist
    ideas and to coordinate harassment campaigns against minority
    groups.

    Meanwhile, journalists have found numerous examples of far right
    groups building propaganda content in video games, such as
    interactive Nazi concentration camps in Minecraft and Roblox.

    The ISD's report also found evidence that several extreme right
    Discord servers hosted many under-17s, "raising concerns that
    the platform is being used for the radicalisation of minors". It
    found limited evidence of extremists using gaming communities to
    groom new members, concluding that most used them to bond with
    fellow radicals and mobilise action.

    Exit Hate, a British group that helps people leave extremist
    movements, tells The Independent that it is currently mentoring
    two people who were "groomed via online gaming".

    A spokesperson said those people could not be interviewed
    because Exit Hate recommends its mentees wait 12 months before
    speaking to the press, but added: "Just over 70 per cent of
    people we talk to have been recruited online, with a growing
    number influenced by far-right gaming."

    Although there isn't enough data to know how the pandemic has
    affected this picture, mainstream social networks have suffered
    sharp upticks in extremism. Moonshot, a British company that
    works with tech firms and government agencies to design and
    measure the performance of counter-extremism programmes, says it
    saw surge in extremist activity across the board.

    "We have consistently found a connection between social
    isolation and extremism, so increased isolation during the
    pandemic, we believe, also made people more vulnerable," says
    Ross Frenett, Moonshot's co-founder and co-chief-executive, who
    has helped draft reports on extremism in gaming communities for
    the European Commission.

    "The pandemic [also] allowed a number of different previously,
    loosely connected or unconnected ideologies to fuse. The fusion
    of some of the anti-vax conspiracy narratives with QAnon and
    neo-Nazi ideas ? all that was supercharged during the
    pandemic."

    ?When I heard about this, my jaw hit the floor?
    For Dr Kowert, who is research director at the gaming-focused
    mental health charity Take This, says such research was an
    alarming wake-up call.

    Foil hat time?

    It's a thing on Faux Entertainment Nooz so it must be real:

    <https://twitter.com/Slasher/status/1158030737171525637>

    Do you see republicans wearing foil hats? No. You don't. They wear
    MAGA hats and AR-15 pins, have thoughts and say prayers.

    --
    Grizzly H.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Skeeter@21:1/5 to All on Sat Jul 22 09:19:21 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    In article <u9grq9$3pek3$1@dont-email.me>,
    melopsitticus@undulatus.budgie says...

    On 7/22/2023 10:18, Skeeter wrote:
    In article <YlPuM.35057$JbKe.6219@fx04.iad>, creon@creon.earth says...

    A time bomb ?supercharged? by the pandemic: How white
    nationalists are using gaming to recruit for terror

    Experts are warning that far-right agitators are using online
    gaming platforms to spread hate and recruit a new generation of
    converts. Supercharged by the rise of gaming and social
    isolation during the pandemic, extremism academics say more
    needs to be done to police these platforms for grooming hate. Io
    Dodds reports

    Thursday 07 April 2022 18:48

    The player's profile picture raised no red flags: just the
    smiling Lego like-face of a typical Roblox avatar, little
    different from the estimated 220 million people who log in at
    least once a month to the wildly popular children's video gaming
    platform.

    On closer inspection, however, the player's "favourites" list
    had been arranged into an impromptu mosaic with the words:
    "Patriotic Front. Life, liberty, victory! Reclaim America!" The
    Patriot Front is an American group of fascist street fighters,
    who use "reclaim America" as their slogan.

    The player was also part of an in-game group called Justice 4
    Floyd, whose logo appeared to be based on the black shield of
    Nazi German SS combat divisions in the Second World War. That
    group was linked by "alliances" to other Roblox groups with
    names such as the British Nationalist Vanguard, the Condor
    Division (similar to the Nazis' Condor Legion), and the New
    Hampshire 2nd Infantry Platoon, whose description bore
    references to known neo-Nazi groups.

    This is just one of the suspicious networks uncovered in popular
    video games and gaming-related social networks by Alex Newhouse,
    a researcher at the Middlebury Institute of International
    Studies in Monterey, California. In a talk last week at the Game
    Developers Conference in San Francisco, he and gaming
    psychologist Rachel Kowert laid out evidence of how the gaming
    boom of the pandemic era has given far-right extremists, who
    have long been active in gaming communities, new opportunities
    to recruit and organise.

    Worse, Mr Newhouse argues that major gaming companies, in their
    quest to attract and retain users, are expanding the features
    that extremists can weaponise while failing to increase their
    safety efforts at the same pace ? creating an online time bomb
    that could lead to offline violence.

    "As games are becoming more and more like social media platforms
    themselves, with all the features that you would expect from a
    Facebook or a Twitter, like groups and channels and friend lists
    and all that, they become attractive to extremists who have been
    deplatformed by Facebook and Twitter," he tells The Independent.

    "We know that extremists are intentionally structuring these
    networks to mobilise people to violence. They say as much, and
    we've interviewed former extremists who talk about this... there
    are individuals who are actively on the lookout or people they
    think can be spun out into a mass shooter or a terrorist."

    Extremists flock to Steam, Discord and Roblox
    Gaming is no stranger to the far right. The hobby's large
    quotient of disaffected and socially isolated young men has long
    proved attractive to extremist groups, who have a historical
    pattern of exploiting unexpected online services to spread their
    message.

    Mr Newhouse was a reporter at GameSpot in 2014 when resentment
    over the increasing prominence of feminism and minority advocacy
    in gaming communities exploded into a reactionary movement known
    as Gamergate. The controversy spawned intense harassment
    campaigns against female and non-white game developers and
    galvanised the careers of activists and influencers who later
    became key figures in the "alt right".

    Gamergate also gave rise to 8chan, an online message board,
    which has since became a central organising space for terrorists
    across the world. This was where the Christchurch mosque gunman
    in 2019 posted his manifesto, peppered with references to gaming
    culture, and where "Q" ? the mysterious messiah of the QAnon
    movement ? posted almost all of their conspiratorial
    prophecies.

    "In a cruel twist of fate, games critics and games media are
    still today, in some ways, much better equipped to handle the
    current landscape of extremism and disinformation than the
    people who were covering terrorists in the 2000s, in early
    2010s," says Newhouse, who later worked on data privacy at Sony
    Playstation and is now deputy director of Middlebury's Center on
    Terrorism, Extremism and Counterterrorism.

    Last year, Mr Newhouse noticed an "increasing amount of chatter"
    in extremist networks that suggested their members were moving
    in large numbers to services such as Discord, a group chat app
    popular with gamers, and Steam, an all-purpose online gaming
    platform that combines store front, social network and games
    library.

    The timing coincided with a series of crackdowns by major social
    networks in the wake of violent attacks linked to extremist
    communities such as QAnon and Boogaloo, culminating in the
    storming of the US Capitol in January 2021. Mr Newhouse suspects
    that was one motive for the migration, though he cannot be sure.

    Discord, he told the GDC audience, "has become probably the main
    place for the initiation of someone from the early stages of
    radicalisation into increasingly robust [far-right]
    socialisation and identity". He says extremist communities often
    use a Discord "server" ? effectively a linked group of
    chatrooms, which can be public or private ? as a hub for
    activity in various video games.

    Why Discord? Partly because it's already popular, especially
    with the white men and boys aged 15 to 22 who far right groups
    tend to target. But Mr Newhouse also says: "Discord has shown
    that it's relatively unwilling to take pretty significant action
    against these groups.

    ?They're able to post under the radar well enough that they
    don't get as much attention as the big Telegram or Facebook
    networks... it's probably the most popular, least enforced
    platform."

    'Groomed via online gaming'
    In 2017, Discord's staff learned that their app had been one of
    the major organising places for the Unite the Right white
    supremacist rally in Charlottesville, Virginia, at which an
    avowed neo-Nazi killed one person and injured 35 in a vehicle
    ramming attack.

    At the time, Discord?s "trust and safety" team consisted of
    one person. The event sparked change inside the company, and by
    last May the safety team had swelled to about 60.

    Yet the problem persists. An investigation in August by the
    Institute for Strategic Dialogue (ISD), a British think tank,
    found 24 extreme right servers on Discord; 100 such channels on
    the livestreaming service DLive; 91 channels on Twitch, a
    better-known livestreaming service owned by Amazon; and 45
    public groups on Steam.

    Steam appeared to host the most entrenched and long-lasting
    networks, acting as a community hub, while Discord servers had
    short life-cycles due to the company's crackdowns and were used
    to provide "safe spaces" for young people to explore extremist
    ideas and to coordinate harassment campaigns against minority
    groups.

    Meanwhile, journalists have found numerous examples of far right
    groups building propaganda content in video games, such as
    interactive Nazi concentration camps in Minecraft and Roblox.

    The ISD's report also found evidence that several extreme right
    Discord servers hosted many under-17s, "raising concerns that
    the platform is being used for the radicalisation of minors". It
    found limited evidence of extremists using gaming communities to
    groom new members, concluding that most used them to bond with
    fellow radicals and mobilise action.

    Exit Hate, a British group that helps people leave extremist
    movements, tells The Independent that it is currently mentoring
    two people who were "groomed via online gaming".

    A spokesperson said those people could not be interviewed
    because Exit Hate recommends its mentees wait 12 months before
    speaking to the press, but added: "Just over 70 per cent of
    people we talk to have been recruited online, with a growing
    number influenced by far-right gaming."

    Although there isn't enough data to know how the pandemic has
    affected this picture, mainstream social networks have suffered
    sharp upticks in extremism. Moonshot, a British company that
    works with tech firms and government agencies to design and
    measure the performance of counter-extremism programmes, says it
    saw surge in extremist activity across the board.

    "We have consistently found a connection between social
    isolation and extremism, so increased isolation during the
    pandemic, we believe, also made people more vulnerable," says
    Ross Frenett, Moonshot's co-founder and co-chief-executive, who
    has helped draft reports on extremism in gaming communities for
    the European Commission.

    "The pandemic [also] allowed a number of different previously,
    loosely connected or unconnected ideologies to fuse. The fusion
    of some of the anti-vax conspiracy narratives with QAnon and
    neo-Nazi ideas ? all that was supercharged during the
    pandemic."

    ?When I heard about this, my jaw hit the floor?

    I saw the hearings with the whistle blowers. Tell me that was fake.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From " @21:1/5 to All on Sat Jul 22 12:48:53 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    Warning! Always wear ANSI approved safety goggles when reading posts by Checkmate.

    On Sat, 22 Jul 2023 11:48:08 GMT, Creon had the audacity to say the
    following:

    TL;DR

    When I got to the part about a "White Supremacist" group named "Justice 4 Floyd." I felt something yanking on my leg. Also was Lo Dodds maybe
    supposed to be Lou Dobbs? I'm not a gamer, but I'd bet this is a honeytrap with more F-I-BEE agents than January 6 and the Gretchen Whimire Entrapment caper combined.


    --
    Checkmate ®
    Copyright © 2023
    all rights reserved



    "its usually the lesser intelligent person , that comments
    on the more intelligent person's , lack of intelligents
    and we all think what we do has major significants"

    -David Keeting, in perhaps the most ironic statement
    ever made on Usenet.

    https://youtu.be/wT-8Dm1VThc

    https://youtu.be/NxSj2T2vx7M

    Footloose! https://youtu.be/mXfVaXjBFK4

    Kensi, "doing a little victory dance"
    https://youtu.be/obInNk448nI ***************************************************
    "I am the author of nearly as much kook butthurt as
    kensi." -Nadegda
    Message-ID: <pbg8ne$p9k$21@dont-email.me> ***************************************************

    AUK Hammer of Thor award, Feb. 2012 (Pre-Burnore)
    Destroyer of the AUK Ko0k Awards (Post-Burnore)
    Co-winner Pierre Salinger Hook, Line & Sinker
    award May 2001, (Brethern of Beelzebub troll)
    Pierre Salinger Hook, Line & Sinker award, Feb 2012

    Author, Humorist, Cynic
    Philosopher, Humanitarian
    Poet, Elektrishun to the Stars
    Usenet Shot-Caller

    In loving memory of The Battle Kitten
    May 2010-February 12, 2017

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From mixed nuts@21:1/5 to Checkmate on Sun Jul 23 08:47:00 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    On 7/22/2023 15:48, Checkmate <moderator-wida@baseball.bat> wrote:
    Warning! Always wear ANSI approved safety goggles when reading posts by Checkmate.
    On Sat, 22 Jul 2023 11:48:08 GMT, Creon had the audacity to say the following:

    TL;DR

    When I got to the part about a "White Supremacist" group named "Justice 4 Floyd." I felt something yanking on my leg. Also was Lo Dodds maybe supposed to be Lou Dobbs? I'm not a gamer, but I'd bet this is a honeytrap with more F-I-BEE agents than January 6 and the Gretchen Whimire Entrapment caper combined.

    It was Dark Brandon's Gazpacho Police funded by George Soros that set up
    the honeypots where loyal rock ribbed god fearing real men and real
    women of faith were tricked into eating fake meat grown in a peachtree
    dish that indoctrinated their brains and made them guilty of violent insurrection when all they really wanted to do was visit our beautiful
    Capitol and enjoy prayerful and patriotic camaraderie (intercourse)
    between like-minded individuals of Abrahamic (but not jewish or muslim)
    faiths.

    --
    Grizzly H.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Governor Swill@21:1/5 to mixed nuts on Sun Jul 23 20:14:55 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    On Sun, 23 Jul 2023 08:47:00 -0400, mixed nuts <melopsitticus@undulatus.budgie> wrote:

    On 7/22/2023 15:48, Checkmate <moderator-wida@baseball.bat> wrote:
    Warning! Always wear ANSI approved safety goggles when reading posts by
    Checkmate.
    On Sat, 22 Jul 2023 11:48:08 GMT, Creon had the audacity to say the
    following:

    TL;DR

    When I got to the part about a "White Supremacist" group named "Justice 4
    Floyd." I felt something yanking on my leg. Also was Lo Dodds maybe
    supposed to be Lou Dobbs? I'm not a gamer, but I'd bet this is a honeytrap >> with more F-I-BEE agents than January 6 and the Gretchen Whimire Entrapment >> caper combined.

    It was Dark Brandon's Gazpacho Police funded by George Soros that set up
    the honeypots where loyal rock ribbed god fearing real men and real
    women of faith were tricked into eating fake meat grown in a peachtree
    dish that indoctrinated their brains and made them guilty of violent >insurrection when all they really wanted to do was visit our beautiful >Capitol and enjoy prayerful and patriotic camaraderie (intercourse)
    between like-minded individuals of Abrahamic (but not jewish or muslim) >faiths.

    I made a fortune at the condom concession though.

    Swill
    --
    https://ycharts.com/indicators/us_inflation_rate

    Inflation is already at Fed target.

    It is below the long term historical average.

    Unemployment remains low at under 4%.

    Fed cuts have not pushed us into a recession.

    Interest rates remain in historical low range.

    The housing market is hot.

    Manufacturing is hot.

    "Comeback in Factory Jobs Appears to Be for Real" <https://www.bloomberg.com/opinion/articles/2023-02-09/comeback-in-factory-jobs-appears-to-be-for-real>

    "Unpacking the Boom in U.S. Construction of Manufacturing Facilities" <https://home.treasury.gov/news/featured-stories/unpacking-the-boom-in-us-construction-of-manufacturing-facilities>

    Is manufacturing growing in the US?

    "U.S. manufacturing growth outpaces the rest of the world

    "It was negative for nearly the entire range, reaching a minimum of -8% in late 2021
    before increasing to become positive in September 2022. In November 2022 it was 0.26%.
    American manufacturing growth started outpacing the rest of the world's growth at the end
    of last year for the first time in recent memory.Mar 7, 2023" <https://www.axios.com/2023/03/07/us-manufacturing-growth-outpaced-world>

    GO RFK!

    Send money!

    https://www.kennedy24.com

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From " @21:1/5 to All on Sun Jul 23 19:00:05 2023
    XPost: alt.checkmate, alt.fan.rush-limbaugh

    Warning! Always wear ANSI approved safety goggles when reading posts by Checkmate.

    On Sun, 23 Jul 2023 20:14:55 -0400, Governor Swill had the audacity to say
    the following:



    On Sun, 23 Jul 2023 08:47:00 -0400, mixed nuts <melopsitticus@undulatus.budgie> wrote:

    On 7/22/2023 15:48, Checkmate <moderator-wida@baseball.bat> wrote:
    Warning! Always wear ANSI approved safety goggles when reading posts by
    Checkmate.
    On Sat, 22 Jul 2023 11:48:08 GMT, Creon had the audacity to say the
    following:

    TL;DR

    When I got to the part about a "White Supremacist" group named "Justice 4 >> Floyd." I felt something yanking on my leg. Also was Lo Dodds maybe
    supposed to be Lou Dobbs? I'm not a gamer, but I'd bet this is a honeytrap
    with more F-I-BEE agents than January 6 and the Gretchen Whimire Entrapment
    caper combined.

    It was Dark Brandon's Gazpacho Police funded by George Soros that set up >the honeypots where loyal rock ribbed god fearing real men and real
    women of faith were tricked into eating fake meat grown in a peachtree
    dish that indoctrinated their brains and made them guilty of violent >insurrection when all they really wanted to do was visit our beautiful >Capitol and enjoy prayerful and patriotic camaraderie (intercourse)
    between like-minded individuals of Abrahamic (but not jewish or muslim) >faiths.

    I made a fortune at the condom concession though.

    Swill

    Did you hear about the guy with five penises? His condoms fit him like a glove. "Not a joak!" (obviously)

    --
    Checkmate ®
    Copyright © 2023
    all rights reserved



    "its usually the lesser intelligent person , that comments
    on the more intelligent person's , lack of intelligents
    and we all think what we do has major significants"

    -David Keeting, in perhaps the most ironic statement
    ever made on Usenet.

    https://youtu.be/wT-8Dm1VThc

    https://youtu.be/NxSj2T2vx7M

    Footloose! https://youtu.be/mXfVaXjBFK4

    Kensi, "doing a little victory dance"
    https://youtu.be/obInNk448nI ***************************************************
    "I am the author of nearly as much kook butthurt as
    kensi." -Nadegda
    Message-ID: <pbg8ne$p9k$21@dont-email.me> ***************************************************

    AUK Hammer of Thor award, Feb. 2012 (Pre-Burnore)
    Destroyer of the AUK Ko0k Awards (Post-Burnore)
    Co-winner Pierre Salinger Hook, Line & Sinker
    award May 2001, (Brethern of Beelzebub troll)
    Pierre Salinger Hook, Line & Sinker award, Feb 2012

    Author, Humorist, Cynic
    Philosopher, Humanitarian
    Poet, Elektrishun to the Stars
    Usenet Shot-Caller

    In loving memory of The Battle Kitten
    May 2010-February 12, 2017

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)