Generated by All in One SEO v4.9.7.2, this is an llms.txt file, used by LLMs to index the site. # Extremism and Gaming Research Network Home of the Extremism and Gaming Research Network (EGRN) ## Sitemaps - [XML Sitemap](https://extremismandgaming.org/sitemap.xml): Contains all public & indexable URLs for this website. ## Posts - [New EGRN-GNET Report: 30 Years of Trends in Terrorist and Extremist Games](https://extremismandgaming.org/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 - [Gaming the System: The Use of Gaming-Adjacent Communication, Game and Mod Platforms by Extremist Actors](https://extremismandgaming.org/gaming-the-system-the-use-of-gaming-adjacent-communication-game-and-mod-platforms-by-extremist-actors/) - Introduction Since the live-streamed racist and antisemitic attacks in Christchurch, New Zealand, and Halle, Germany, in 2019 and details of the perpetrators’ profiles on gaming platforms became known, a discussion about the use of gaming platforms and content by extremist actors has intensified. However, despite this increased interest, reliable research results about the field are - [Camera, Action, Play: An Exploration of Extremist Activity on Video- and Livestreaming Platforms](https://extremismandgaming.org/camera-action-play-an-exploration-of-extremist-activity-on-video-and-livestreaming-platforms/) - Introduction Since the livestreamed attacks in Christchurch, Halle and the US Capitol Building, streaming platforms have become a topic of interest for radicalisation studies and efforts to prevent and counter (violent) extremism (P/CVE). These livestreamed acts of violence are just the tip of a barely explored iceberg of extremist activities on streaming platforms. While existing - [More than Sports: Building Resilience against Extremism in Esports](https://extremismandgaming.org/more-than-sports-building-resilience-against-extremism-in-esports/) - In a world where young people spend most of their time online, gamers are at risk of encountering radicalizing content more often than others. The United States Esports Association has taken up the challenge of addressing these issues through competency-building initiatives aimed at combatting violent extremism. Read on to find out more about the potential risks of esports and the Association's innovative solutions. - [Preventing Extremist Violence Using Existing Content Moderation Tools](https://extremismandgaming.org/preventing-extremist-violence-using-existing-content-moderation-tools/) - Accurate content moderation can save lives by acting as an early warning system about the risks of offline extremist violence and removing the fuel that incites it. With the explosion in automated content moderation approaches, any number of widely accessible automated detection tools can be used on known violent extremist user-generated content to improve a platform’s detection methods through fine-tuning and customization. Multiple AI-based approaches to detection can identify users, conversations, and communities, signaling a high likelihood of extremist violence. With better real-time detection, platforms can be empowered to break up harmful and criminal communities, helping to damage online influence processes that lead to extremist violence. - [The Ultimate Game: What We Learned from Mobilising Gamers During Brazil’s Elections](https://extremismandgaming.org/the-ultimate-game-what-we-learned-from-mobilising-gamers-during-brazils-elections/) - The Gamer Impact Lab’s first initiative conducted Brazil’s first-ever behavioural research on different segments within the gamer community and their involvement in political action. - [Grooming for Violence: Similarities Between Radicalisation and Grooming Processes in Gaming Spaces](https://extremismandgaming.org/grooming-for-violence-similarities-between-radicalisation-and-grooming-processes-in-gaming-spaces/) - Some scholars have identified similarities between a subset of radicalisation to violent extremism (RVE) processes and grooming for CSE. Though RVE and CSE grooming and processes can happen in a variety of online and offline spaces, greater awareness of these risks in gaming spaces in particular is important due to the ways in which many games facilitate relationship building with limited moderation. - [Accelerationism Meets Gamification: A Look at the Convergence in the Framing of Online Narratives](https://extremismandgaming.org/accelerationism-meets-gamification-a-look-at-the-convergence-in-the-framing-of-online-narratives/) - Petra Regeni is a member of the Extremism and Gaming Research Network (EGRN). EGRN brings together world-leading counter-extremism organisations to develop insights and solutions for gaming and radicalisation. This article was originally published in conjunction with our partner, GNET, as an Insight on 31 May 2023. Introduction For many, words like ‘high score’ and ‘accelerate’ mean nothing - [Preventing Extremism through Storytelling and Gaming](https://extremismandgaming.org/preventing-extremism-through-storytelling-and-gaming/) - On 2 February 2023, GNET and the Extremism and Gaming Research Network (EGRN) hosted a webinar on ‘Preventing Extremism through Storytelling and Gaming.’ The panel was hosted by Galen Englund, co-founder of EGRN, alongside Dr. Constance Steinkuehler, George Weiss, and Dr. Jessica White (also an EGRN co-founder). The narratives used within gaming and gaming-adjacent spaces - [Understanding the Game: Bridging Research Gaps at the Nexus of Gaming and Extremism](https://extremismandgaming.org/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. - [The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch Attack](https://extremismandgaming.org/the-gamification-of-violent-extremism-an-empirical-exploration-of-the-christchurch-attack-2/) - Using empirical data taken from the Christchurch attack in New Zealand in March 2019, w provide a summary of how the attack was gamified in nature and how the data is laden with overt and more subtle overlaps with video games more generally. - [God of Race War: The Utilisation of Viking-Themed Video Games in Far-Right Propaganda](https://extremismandgaming.org/god-of-race-war-the-utilisation-of-viking-themed-video-games-in-far-right-propaganda/) - The rise to prominence of the alt-right from technological fringes to the mainstream in 2016 brought with it the emergence of ‘alt-histories’; namely fabrications of alternative timelines that employ both fiction and selective facts to shape narratives that contradict accepted history itself. During the same period, the intersection between violent extremism and video gaming was - [Can Serious Games Make a Difference in P/CVE?](https://extremismandgaming.org/can-serious-games-make-a-difference-in-p-cve/) - Video games and gamification have become key tools of extremist actors’ recruitment arsenal and have taken a central role in their modus operandi. Analyses have pointed out how terrorists employ gaming elements in staging their attacks, or how violent extremists create full-blown video games fraught with hateful narratives and include opportunities to annihilate various social and ethnic groups. - [Playing Against Radicalisation: Why Extremists are Gaming and How P/CVE Can Leverage the Positive Effects of Video Games to Prevent Radicalisation](https://extremismandgaming.org/playing-against-radicalisation-why-extremists-are-gaming-and-how-p-cve-can-leverage-the-positive-effects-of-video-games-to-prevent-radicalisation/) - The potential nexus between gaming and extremism is an increasingly important concern for those working in preventing and countering (violent) extremism (P/CVE) - [Extremist Action in Digital Gaming Spaces: The Role of Identity Fusion](https://extremismandgaming.org/extremist-action-in-digital-gaming-spaces-the-role-of-identity-fusion/) - Radicalisation, Extremism, and Digital Games Over the last few years, the topics of extremism and radicalisation have reached the forefront of concern in gaming communities. Specifically, this concern has centred around the potential for extremists to leverage the extensive reach of games and gaming cultures for recruitment, propaganda dissemination, signalling, networking, and mobilisation We have - [From Atari to Allahu Akbar: Comparing White Supremacist and Jihadist Uses of Gamified Extremism](https://extremismandgaming.org/from-atari-to-allahu-akbar-comparing-white-supremacist-and-jihadist-uses-of-gamified-extremism/) - This new-found interest, however, seems to have overshadowed some of the earlier research into the exploitation of gaming by jihadist actors conducted over twenty years ago beginning with an interest in jihadist-specific gaming research in the aftermath of the 9/11 attacks. For example, the United States Government 9/11 Commission pointed out how flight simulators and ## Pages - [Home](https://extremismandgaming.org/) - The Extremism and Gaming Research Network (EGRN) researches the nexus between extremism and gaming while building resilient online gaming communities. - [About Us](https://extremismandgaming.org/about/) - About the EGRN Learn More The Extremism and Gaming Research Network works together to uncover how malign actors exploit gaming, to build resilience in gaming communities to online harms, and to discover new ways to use gaming for good. Our Mission At the Extremism and Gaming Research Network (EGRN), we bring researchers, practitioners, and policymakers - [Research](https://extremismandgaming.org/research/) - Network Member Publications EGRN members have released a variety of publications covering the phenenoma of extremism and radicalization in gaming-related fora. Please view the links below for a selection of recent works. Reports & Research Papers 30 Years of Trends in Terrorist and Extremist Games, Emily Thompson & Galen Lamphere-Englund, Global Network on Extremism and - [Insights](https://extremismandgaming.org/insights/) - Insights These Insights are written by EGRN members in partnership with the Global Network on Extremism & Technology (GNET). You can find a full listing of EGRN-GNET Insights below and on our partner’s website. New EGRN-GNET Report: 30 Years of Trends in Terrorist and Extremist Games November 1, 2024 Violent extremist, terrorist, and targeted hate - [Contact](https://extremismandgaming.org/contact/) - Contact Us. If you are an individual researcher, think tank, academic institution, governmental or intergovernmental organization, tech platform, or media group, please click below to contact us. 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This report Read More Camera, Action, Play: An Exploration of Extremist Activity on Video- and Livestreaming Platforms - [Header](https://extremismandgaming.org/?elementor_library=header) - Content area - [View All Members](https://extremismandgaming.org/?elementor_library=view-all-members) - View All - [Single Post](https://extremismandgaming.org/?elementor_library=single-post) - Single Post EGRN Admin March 18, 2022 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 - [Default Kit](https://extremismandgaming.org/?elementor_library=default-kit) - [objectives](https://extremismandgaming.org/?elementor_library=objectives) - EGRN Objectives From neo-Nazis and far-right groups to Islamic State, those seeking to instigate hate and violence for their ideological ends are finding new platforms to do so as traditional social media platforms crack down on their content. New platforms, including the chat application Discord, live-streaming sites such as Twitch, online games like Fortnite and - [mission](https://extremismandgaming.org/?elementor_library=mission) - Our Mission Gamers discover adventure, fun, and community online. At the same time, violent extremist organizations are actively exploiting online gaming across the world. Research into gaming, radicalization, and extremism is sparse and outdated. 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