Gaming and Extremism The Radicalization of Digital Playgrounds
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...
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| 1. Verfasser: | |
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| Format: | E-Book |
| Sprache: | Englisch |
| Veröffentlicht: |
Oxford
Routledge
2024
Taylor & Francis Taylor & Francis Group |
| Ausgabe: | 1 |
| Schlagworte: | |
| ISBN: | 9781032483016, 1032483016, 9781032482996, 1032482990, 1003850391, 9781003850397, 1003850537, 100338837X, 9781003850533, 9781003388371 |
| Online-Zugang: | Volltext |
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Inhaltsangabe:
- Far-Right Mods Designed for the General Public -- More Digital Civic Courage Is Needed in Gaming -- Notes -- References -- 4. Digital Games as Vehicles for Extremist Recruitment and Mobilization -- Background -- History of Extremist Recruitment and Mobilization in Gaming Spaces -- Games for Recruitment: Unique Attributes and the Radicalization Process -- Radicalization Process -- Games for Mobilization -- Radicalization and Mobilization within Digital Games: A Series of Case Studies -- Roblox -- Steam -- Hearts of Iron IV -- Results -- Roblox -- Steam -- Hearts of Iron IV -- Moving Forward -- Conclusion -- Notes -- References -- 5. Extremism on Gaming (-Adjacent) Platforms -- Research Approach and Limitations -- Discord: An Insight into Youth Radicalization and Splintering Ideology -- Steam: The Role of Gaming in Extremist Communities -- Raiding Activity and the Gamification of Harassment -- Conclusion -- Notes -- References -- 6. Hate and Extremism on Gaming Platforms: Insights from Surveys with the Gaming Community -- Past Debates: Gaming and Violence -- Current Debates: Games and Extremism -- The UNOCT Survey -- Play Patterns -- Player Experiences with Hate: In Game and Game Adjacent -- Positive Experiences -- Main Takeaways -- The ADL Surveys -- White Supremacy -- Public Discourse around Extremism in Games -- Conclusion -- References -- 7. Beauty is Power: The Use of Gaming References and Gaming Aesthetics in Extremist Propaganda -- Video Games as Jihadist Propaganda -- Bespoke Games -- The Manipulation of Existing Games -- Videogames as Far-Right Propaganda -- Bespoke Games -- The Manipulation of Existing Games -- Conclusion -- Notes -- References -- 8. A is for Apple, B is for Bullet: The Gamification of (Violent) Extremism -- Christchurch, 2019 -- Conceptualizing Gamification -- A for Apple, B for Bomb: Gamification and (Violent) Extremism
- Intro -- Endorsements -- Half Title -- Title Page -- Copyright Page -- Contents -- Contributors -- Foreword -- Introduction: Extremism in Digital Gaming Spaces -- Current Volume -- Notes -- References -- 1. Introduction to Videogames and the Extremist Ecosystem -- Understanding Videogames -- Systems and Rules -- Violence in Games -- Narrative -- Treatment -- Game Development -- Game Developers -- Game Engines and Mods -- Game Publishers -- Game Distribution Platforms -- Extremist Games -- Active Media vs Active Player -- Understanding Game Communities -- Demographics -- Play Motivations -- Structural Features of Game Communities -- Extremist Exploitation -- Understanding Games as Social Platforms -- Online Games -- Specialized Content Creation Servers -- Gaming-Adjacent Platforms -- Games versus Other Social Platforms -- Vulnerabilities in the Gaming Ecosystem -- Concluding Thoughts -- Note -- References -- 2. Theories of Digital Games and Radicalization -- Typologies of Harm -- The Development of New Videogames and Modifications -- Gamification as a Radicalization Tool -- Using Gaming Pop Culture References -- Using Online Games for Communication -- Using Gaming-Adjacent Platforms and Ecosystems -- Financing and Money Laundering through Gaming Platforms -- Radicalization Theories -- From Theory to Practice -- Organic Use -- Social Spaces -- Identity Fusion -- Strategic Use -- Conclusion -- References -- 3. Extremist Games and Modifications: The "Metapolitics" of Anti-Democratic Forces -- Jihadist Videogames and Mods -- Far-Right Games - Propaganda with a Limited Reach -- The New Right's Dystopian Jump'n' Run Title -- Patriotic Gaming Jams -- Why Is the Far Right Turning to Gaming? Three Key Reasons -- Gaming as a Networking Tool -- Gaming as a Tool for Mobilization -- Gaming as Part of Far-Right Metapolitics
- Top-Down Gamification -- Bottom-Up Gamification -- Communities of Support and Cultural Scripts -- Gamification of Violent Extremism: A Critique -- Conclusion -- Notes -- References -- 9. Level Up: Policies, Practices, and Positive Interventions to Counter Terrorism and Violent Extremism in Gaming Spaces -- Research to date -- Platform Policies, Pipelines, and Tools -- Policies and Tooling of Larger Gaming Companies -- Policies and Tooling of Gaming-Adjacent Companies -- Augmented- and Virtual-Reality Game Play -- Solution Building: Knowledge Sharing, Cross platform Moderation, and Positive Interventions -- Knowledge Sharing and Tooling -- Cross-Platform Solutions -- Potentials for Positive Interventions -- Conclusion -- Note -- References -- 10. Preventing and Countering Extremism in Gaming Spaces -- Gaming-Related P/CVE Measures -- Bespoke Games -- Existing Games -- Gaming (-Adjacent) Platforms -- Gaming Aesthetics and Gaming (Cultural) References -- Gamification -- Conclusion and Ways Forward -- Notes -- References -- Concluding Thoughts -- References -- Index

