"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
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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)
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"The past decade has seen an increase in research on narratives in extremist communication and their role in radicalization processes as well as on both counter- and alternative narratives as tools to prevent or counter radicalization processes. Conspicuously absent from the P/CVE literature so far,
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however, is a discussion on fictional narratives and the potential of stories not based on ‘realistic’ presentations of life. This article is an exploratory contribution to the discourse suggesting how fictional narratives, low in external realism but eliciting a high degree of transportation and identification in audiences, may be useful tools for P/CVE campaigns built on narratives and storytelling. It discusses the importance of transportation, identification, and perceived realism for narrative persuasion as well as the possibility to use fictional utopian narratives in P/CVE campaigns." (Abstract)
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"This article makes an exploratory contribution to the theoretical foundations of the study of gaming in radicalization research. It is argued that both top-down and bottom up gamification have already impacted extremist discourse and potentially radicalization processes but that research on gamific
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ation in other contexts points to a much wider application of gamification to extremist propaganda distribution tools in the future. The potential influence of video games on radicalization processes exceeds the transfer of the popular argument that exposure to violent media leads to desensitization to the context of radicalization and includes the exploitation of pop culture references, increases in self-efficacy regarding violence, and the direct experience of retropian visions through the content of games." (Abstract)
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