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.
The Gamification of Jihad: Playing with Religion, Danish Institute for International Studies (DIIS), Firas Mahmoud, 27 September 2022
Advancing Media Literacy in Indonesia: Building Resilience and Measuring Behavior Change, Moonshot, November 2021.
State of Play on Gaming & Extremism – An Annotated Bibliography, Love Frankie, A Product of the Extremism and Gaming Research Network, 6 October 2021
Gamers Who Hate: An Introduction to ISD’s Gaming and Extremism Series, Institute for Strategic Dialogue (ISD), Jacob Davey, 12 August 2021
Gaming and Extremism: The Extreme Right on Steam, Institute for Strategic Dialogue (ISD), Pierre Vaux, Aoife Gallagher, Jacob Davey, 12 August 2021
Gaming and Extremism: The Extreme Right on Discord, Institute for Strategic Dialogue (ISD), Aoife Gallagher, Ciaran O’Connor, Pierre Vaux, Elise Thomas, Jacob Davey, 19 August 2021
Gaming and Extremism: The Extreme Right on DLive, Institute for Strategic Dialogue (ISD), Elise Thomas, 26 August 2021
Gaming and Extremism: The Extreme Right on Twitch, Institute for Strategic Dialogue (ISD), Ciaran O’Connor, 2 September 2021
“Press F to Pay Respects”: An Empirical Exploration of the Mechanics of Gamification in Relation to the Christchurch Attack, Suraj Lakhani and Susann Wiedlitzka, Terrorism and Political Violence, DOI: 10.1080/09546553.2022.2064746. This paper contributes to this newly emerging area of study by exploring the theoretical underpinnings of gamification and applying these principles to a prominent empirical example: the Christchurch attack in New Zealand in 2019. With a particular focus on the (“setup,” “rule,” and “progression”) “mechanics” of gamification, this article explores two aspects. The first considers how the assailant (intentionally or otherwise) designed and constructed the game; undertaken through an empirical analysis of their manifesto, live-stream video, and original post on the imageboard 8chan (or Infinite Chan).
Connecting, Competing, and Trolling: “User Types” in Digital Gamified Radicalization Processes, Linda Schlegel, Perspectives on Terrorism, Volume 15, Issue 4 – l. This article seeks to contribute to the development of a gamification of radicalization theory by exploring how Marczewski’s HEXAD, a user typology for gamified applications, may facilitate our understanding of individual variations in engagement with gamified extremist content.
Jumanji Extremism? How games and gamification could facilitate radicalization processes, Linda Schlegel, Journal for Deradicalisation, Summer 2020 Nr. 23. This article makes an exploratory contribution to the theoretical foundations of the study of gaming in radicalization research.
Video Gaming and (Violent) Extremism: An exploration of the current landscape, trends, and threats, European Commission- Radicalization Awareness Network Series, Suraj Lakhani, October 2021.
Extremists’ use of gaming (adjacent) platforms ‒ Insights regarding primary and secondary prevention measures, European Commission- Radicalization Awareness Network Series, August 2021
Games with Us?, Kayla Izenman and Anton Moiseienko, Royal United Services Institute (RUSI), 29 May 2020.
Gaming the System: Money Laundering Through Online Games, Anton Moiseienko and Kayla Izenman, Royal United Services Institute (RUSI), 11 October 2019
The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch Attack, Suraj Lakhani, a Global Network on Extremism & Technology (GNET) Insight Brief, 10 June 2022.
The Buffalo Attack and the Gamification of Violence, Dr. Jessica White and Galen Lamphere-Englund, Commentary, Royal United 16 May 2022.
Understanding the Game: Bridging Research Gaps at the Nexus of Gaming and Extremism, Galen Englund and Luxinaree Bunmathong, a Global Network on Extremism & Technology (GNET) Insight Brief, 9 March 2022.
Is it just a game? Exploring the intersection between (violent) extremism and online video-gaming, Suraj Lakhani, Vox pol, University of Sussex, 29 September 2021.
Dr. Jessica White as qtd. in Extremists using video-game chats to spread hate, Carl Miller and Shiroma Silva, BBC, 23 September 2021.
Online Gaming Platforms, Vox pol, Ross Frenett and Joost S., Moonshot, September 8, 2021
Why The Radical Right Exploits Games As Tools For Radicalization – Yannick Lengkeek, Center for the Analysis of the Radical Right (CARR), 13 August 2021
Framing Far Cry 5: The Gamification of White Separatist Propaganda – Ashton Kingdon, Center for the Analysis of the Radical Right (CARR), 16 December 2019
Open meeting of the UN Counter-Terrorism Committee on “Countering terrorist narratives and preventing the use of the Internet for terrorist purposes,” Testimony by Galen Englund, UN Counter-Terrorism Committee Executive Directorate (CTED), 24 March 2022 (Video)
How do we harness the power of video games for good? (Podcast), “Undesign: A Social Change Podcast,” Interview with Galen Englund and Kosta Lucas, DrawHistory, 22 June 2022.