New EGRN-GNET Report: 30 Years of Trends in Terrorist and Extremist Games
Violent extremist, terrorist, and targeted hate actors have been actively exploiting video games to propagandise, recruit and fundraise for more than 30 years. This report presents an analysis of that history using a unique dataset, the Extremist and Terrorist Games Database (ETGD), developed by the authors. It contains 155 reviewed entries of standalone games, modifications for […]
Understanding the Game: Bridging Research Gaps at the Nexus of Gaming and Extremism
In 2021, we developed a report at Love Frankie (LF) for our community of practice at the Extremism and Gaming Research Network (EGRN) to understand the state of research into linkages between video games, gaming communities, and extremism. In the State of Play: Reviewing the Literature on Gaming & Extremism, we provide an overview of existing available literature on research and publications on the use of gaming platforms, video games, and related online fora.