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News Every Day |

The ADL’s Misguided Attack On Steam

Last November, the Anti-Defamation League (ADL) released Steam-Powered Hate, accusing Valve’s game launcher, Steam, of fostering extremism. The report dropped just before Senator Mark Warner, a SAFE TECH Act proponent, threatened Steam’s owner, raising concerns about the political motivations behind the ADL’s claims.

The ADL analyzed over one billion data points, flagging just 0.5% as “hateful.” Yet, they misrepresent Steam—primarily a game marketplace—as a social media hub overrun with extremism, despite offering no real expertise in online content moderation or gaming culture. Meanwhile, they give powerful figures like Elon Musk a pass while pushing for government intervention in digital spaces they don’t understand.

This isn’t new—the ADL has a history of advocating speech restrictions, from social media to video games. As an American Jew, I find their big-government approach to content moderation alarming. Regulators must reject pressure from advocacy groups that misrepresent online communities and threaten free expression in the name of fighting extremism.

The ADL Misunderstands Gaming’s Complex and Notoriously Edgy Environment

Gaming communities operate on a different wavelength than typical online spaces. Gamers are notorious for their dark humor, edgier memes, and a communication style that can seem alien to outsiders. The ADL, in its attempt to analyze a platform central to gaming culture, failed to grasp this, making sweeping generalizations about a community it clearly doesn’t understand.

Take their report’s biggest claim: the vast majority of so-called “hateful content” was Pepe the Frog—a meme that, while hijacked by extremists in recent years, remains widely used in mainstream gaming culture. Even the meme’s creator was outraged by its association with hate groups. Yet the ADL doesn’t distinguish between an actual extremist Pepe and a harmless, widely used gaming meme. Instead, they lump them together, inflating their numbers.

Their AI system, “HateVision,” identified nearly one million extremist symbols—over half of which were Pepe. The AI was trained on a limited dataset of images and keywords the ADL pre-selected as hateful, but it failed to differentiate between legitimate extremism and gaming’s irreverent meme culture. Worse, it didn’t distinguish between U.S.-based and international users, ignoring the fact that gaming communities operate under different cultural norms worldwide.

The AI’s failures didn’t stop at images. It also couldn’t tell the difference between actual hate speech and the tongue-in-cheek, often provocative style of gaming communities. While gaming culture can be abrasive, the vast majority of players understand the difference between in-game trash talk and real-world hostility. The ADL? Not so much.

The ADL also went after copypastas—blocks of text copied and pasted to provoke reactions—identifying 1.83 million “potentially harmful” ones without bothering to check context. Their keyword-based approach flagged terms like “boogaloo” and “amerikaner” without acknowledging their multiple meanings. “Boogaloo” is mostly a Gen-Z meme, not a secret alt-right code word in gaming. “Boogalo” does have alt-right connotations, but there are other connotations like the one listed above. “Amerikaner” can refer to a cookie, the German word for “American,” or even a famous YouTuber’s username. They also flagged “Goyim” as a slur, despite it being a common and sometimes affectionate term used by Jewish people themselves. In the in-group of Jewish people it is often non-offensive. Though the term can be used in an offensive manner by antisemitic people, the ADL made no distinctions. 

Curious, I did a Steam keyword search for “Amerikaner.” The first result was a left-winger calling out racism. The second was someone mocking Americans in Counter-Strike. The third was a non-English post. None of the results, in my opinion, rose to the level of extremism. I also searched “Boogaloo” and found references to the classic “electric boogaloo” meme, a non-English speaker using the term, and a gaming forum name. The ADL didn’t bother with this level of nuance—they just scraped forums, pulled words out of context, and called it a day.

The ADL also attacked Garry’s Mod (G-Mod), a sandbox game known for its anything-goes creativity. They focused on one mod featuring maps of real-life mass shootings, citing comments with words like “based,” “Sigma,” and even “Subscribe to PewDiePie” as signs of extremism. But these are common ‘chronically online’ phrases with broad uses. “Based” is Gen-Z slang used by individuals on both the left and right. “Sigma” is a meme mocking “alpha male” tropes. And while the Christchurch shooter did mention PewDiePie, claiming the ADL is unfairly targeting him isn’t exactly a stretch. Yes, PewDiePie has had controversies, but painting him as a hate symbol is a major leap.

The report wraps up with the tragic white supremacist attack in Turkey, where the ADL notes that while there were red flags on the shooter’s Steam profile, there’s “no evidence” he was directly inspired by extremist content on the platform. Still, they use this tragedy to argue Steam isn’t doing enough to moderate content. But even their own research found Steam actively filters Swastikas into hearts—identifying only 11 profiles where this workaround failed. Eleven profiles. Out of millions. That’s an edge case, not a crisis.

To be fair, the study did identify a small number of fringe groups glorifying hate and violence. But the bigger question is whether the ADL’s findings actually reflect a serious problem—or if they’re simply misunderstanding an edgy, chaotic, but largely non-extremist gaming culture. And given what a small amount of extreme content that the ADL found worldwide, it looks like Steam is actually doing its job.

The ADL’s Steam Comparison is Hypocritical and Misguided

Still, the ADL reportedly takes issue with Steam’s so-called “ad hoc” approach to content moderation, claiming that despite Valve’s removal efforts, the platform still “fails to systematically address the issue of extremism and hate.” But this critique ignores the reality of gaming culture and Steam’s own policies.

Steam’s moderation reflects the nature of its community. Its content rules fall into two categories: one for games—allowing all titles except those that are illegal or blatant trolling—and another for user-generated content, which bans unlawful activity, harassment, IP violations, and commercial exploitation. The ADL criticizes Steam for not taking a stricter stance like Microsoft and Roblox, but that comparison is misleading at best.

Microsoft’s gaming history isn’t exactly a beacon of virtue. Xbox 360 live chats were infamous for racist slurs, and Call of Duty’s lobbies remain a toxic free-for-all. Meanwhile, Minecraft—the game the ADL seems to hold in high regard—was created by someone with a history of antisemitic remarks, and Microsoft itself has faced accusations of workplace discrimination. Yet, the ADL doesn’t seem nearly as concerned about these issues.

As for Roblox, while it does enforce stricter content moderation, it’s far from an extremist-free utopia. The Australian Federal Police have warned about the platform’s potential for radicalization, and NBC has reported extremist content explicitly targeting children. If anything, this suggests that heavy-handed moderation doesn’t necessarily eliminate bad actors—it just pushes them to adapt.

Steam’s approach may not align with the ADL’s ideal vision of content moderation, but pretending that Microsoft and Roblox represent the gold standard ignores their own deep-seated issues. It does not make sense for a platform like Steam to have policies identical or similar to XBox and Roblox. Both of those are fully live-service platforms, whereas Steam is primarily a consumption platform for games as opposed to a platform where users are constantly interacting with one another in-game, online through the platform.This creates market differentiation. Platform’s policies are a reflection of the services that they offer and if users feel the policies are problematic they can jump ship to another provider. 


Regulators Must Beware of Overreach from Non-Trust & Safety Experts Like the ADL

In its report, the ADL calls for a national gaming safety task force, urging policymakers to create a federally backed group to “combat this pervasive issue” through a multi-stakeholder approach. On paper, this sounds like a noble goal. In practice, it’s a recipe for government overreach that could stifle the gaming industry’s creative and independent spirit.

Gaming has thrived because of its grassroots nature—built by passionate developers and players, not by bureaucrats or advocacy groups with no real understanding of gaming culture, online community norms, or trust and safety. A federal task force risks imposing rigid, top-down regulations that don’t fit the dynamic and ever-evolving gaming world. Worse, it could open the door to politically motivated interventions that prioritize appearances over real solutions.

The ADL also suggests Steam engage in multi-stakeholder moderation efforts. But who controls the conversation? When powerful corporations and activist organizations dominate these discussions, smaller developers and gaming communities get sidelined. That’s how you end up with policies shaped by corporate interests and advocacy agendas rather than solutions that actually work for gamers. And let’s be blunt—the ADL has no business dictating content moderation policies for gaming platforms.

The ADL is not an expert on content moderation, online community dynamics, or trust and safety. It has no meaningful experience navigating the complexities of digital spaces, algorithmic content regulation, or the unique cultural norms that define gaming communities. Instead, their report relies on anecdotal evidence, an oversimplified AI model, and out-of-context symbols, all of which lead to flawed conclusions and misleading claims.

Steam isn’t Microsoft or Disney. It’s a privately owned company run by Valve and Gabe Newell, without the vast political and financial clout of industry giants. Forcing broad content moderation mandates onto platforms like Steam sets a dangerous precedent, burdening smaller businesses that lack the infrastructure of the major tech companies. And let’s be clear: Steam’s primary function is to sell video games, not to serve as a social media watchdog.

The ADL’s concerns about extremism may be well-intended, but their lack of expertise, misinterpretation of gaming culture, and one-size-fits-all approach make them uniquely unqualified to weigh in on this issue. Their push for federal intervention aligns with the broader SAFE TECH Act’s concerning political and financial motivations, which could disproportionately harm platforms that aren’t backed by corporate lobbying power.

Yes, online extremism is a problem—but handing control to out-of-touch regulators and advocacy groups that don’t understand the space isn’t the answer. The gaming industry must stay free, innovative, and independent—not bogged down by heavy-handed government oversight that threatens to erase the very culture that makes online gaming communities thrive.

Elizabeth Grossman is a first-year law student at the University of Akron School of Law in the Intellectual Property program and with a goal of working in tech policy.

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