Document details

Gaming and Extremism: The Radicalization of Digital Playgrounds

New York; London: Routledge (2024), xvi, 218 pp.

ISBN 978-1-032-48299-6 (pbk); 978-1-003-38837-1 (ebook)

CC BY-NC-ND

"Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the 'gamification of extremism.' Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book explores key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counter-terrorism techniques and promising preventing / countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere and explores the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers". (Publisher description)
"Gaming and Extremism is a valuable resource for researchers seeking to expand their understanding of the extremism and gaming nexus. While it does not serve as a ‘how-to’ manual for conducting research in gaming spaces, as only two of the chapters extensively discuss methodology, it does provide an excellent “starting point” (Schlegel and Kowert, 2024, p. 6) by presenting a “snapshot” (Kowert and Schlegel, 2024, p. 203) of this evolving literature that is accessible to those with limited prior knowledge." (Review by Sara Morrell in: Journal of Deradicalization, Summer 2024)
Introduction: Extremism in digital gaming spaces / Linda Schlegel and Rachel Kowert, 1
1 Introduction to video games and the extremist ecosystem / Constance Steinkuehler & Kurt Squire, 9
2 Theories of digital games and radicalization / Galen Lamphere-Englund, 32
3 Extremist games and modifications - the "metapolitics" of anti-democratic forces / Mick Prinz, 57
4 Digital games as vehicles for extremist recruitment and mobilization / Alex Newhouse & Rachel Kowert, 72
5 Extremism on gaming (-adjacent) platforms / Jacob Davey, 95
6 Hate and extremism on gaming platforms: insights from surveys with the gaming community / Amarnath Amarasingam & Daniel Kelley, 110
7 Beauty is power: the use of gaming references and gaming aesthetics in extremist propaganda / Ashton Kingdon, 130
8 A is for Apple, B is for bullet: the gamification of (violent) extremism / Suraj Lakhani, 148
9 Level up: policies, practices & positive interventions to counter terrorism and violent extremism in gaming spaces / Erin Saltman & Nagham El Karhili, 163
10 Preventing and countering extremism in gaming spaces / Linda Schlegel, 185