Dis Information and Other

From fringe conspiracy theories to ‘alternative facts’, a timely look at how we arrived in the ‘fake news’ era.

We live in an age of disinformation, misinformation, and outright lies. The modern world blasts us with information, talking points, spin, advertising, attempts to persuade. But what are we believe whom should trust? From the 515 B.C.E. Behistun inscription 2020 Covid-19 pandemic Black Lives Matter protests, Disinformation You: Identify Propaganda Manipulation examines history propaganda disinformation war, politics, polling, media, entertainment, cults, science, medicine, even our personal interactions. It also provides helpful suggestions tips for identifying fighting back against manipulation censorship. tools methods dissected, such as Misdirection, Marginalization, False Flag Attacks, Divide Conquer, Flipping Reality on Its Head, Coercive Persuasion, Repetition, Memes, Spin, Feedback Loops, Framing, so many more. Engaging useful, this book’s topics include … during battles wartime money behind politics media predictive programming a form social engineering advertising sales tactics how things go viral power memes hashtags push story or idea censorship networks sponsored news, fake mainstream cult mentality groupthink campaigns false flags conspiracy theories work identify news will help you spot counter seductive deceptive influence your behavior. So, get bandwagon rest decent folk stop listening fools. After all, two out three people have seen their IQ scores rise by buying book! Really, buy book be smarter (in recognizing propaganda, that is). With photos, illustrations, other graphics, tome is richly illustrated. bibliography extensive index add its usefulness.

From election meddling to #fakenews that “truther” meme shared by your Uncle Vernon on Facebook, we’re inundated with misinformation and disinformation daily, but may struggle perceive cues disinformation, especially in online environments. Online games, like other environments, are rife rumors speculation. however, provide a bounded space, separate from the noise of reality, within which places, tools, individuals’ constructions meanings influence perception possible (mistaken information) (deceptive limited risk event failure such cues. Unique relative gamers rely upon their teammates aid judgement This dissertation work leveraged Interpersonal Deception Theory, Information Grounds, Activity Symbolic Interactionism investigate how might perceptions an game, Star Wars: The Old Republic (SWTOR). Methods included 40 weeks exploratory fieldwork, 70 participant observation, 180 minutes naturalistic collection 72 artifacts, 30-90 minute semi-structured interviews seven players. Possible players’ lack knowledge, timing, technological artifacts – novel cue, personal disagreement. evidence, participants’ negative experiences success, avatar metadata information omission, vagueness, improbability, indirect information. Places influenced when places insufficiently met needs for sociality Participants’ game management tools cue through affordances limitations. Individuals’ social curation actions. Implications illuminate possibilities design, as user engagement tool, tool. Future discusses investigation, role teams perception, deception Grounds potential behavior literacy, cultural impact research.

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