Gaming and Extremism
eBook - ePub

Gaming and Extremism

The Radicalization of Digital Playgrounds

  1. 240 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Gaming and Extremism

The Radicalization of Digital Playgrounds

About this book

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 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 offers insights into 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 counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines 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 researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.

The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

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Information

Publisher
Routledge
Year
2024
Edition
1
eBook ISBN
9781003850533

Table of contents

  1. Cover
  2. Endorsements
  3. Half Title
  4. Title Page
  5. Copyright Page
  6. Contents
  7. List of Contributors
  8. Foreword by Jessica White
  9. Introduction: Extremism in Digital Gaming Spaces
  10. 1 Introduction to Videogames and the Extremist Ecosystem
  11. 2 Theories of Digital Games and Radicalization
  12. 3 Extremist Games and Modifications - the “Metapolitics” of Anti-Democratic Forces
  13. 4 Digital Games as Vehicles for Extremist Recruitment and Mobilization
  14. 5 Extremism on Gaming (-Adjacent) Platforms
  15. 6 Hate and Extremism on Gaming Platforms: Insights from Surveys with the Gaming Community
  16. 7 Beauty is Power: The Use of Gaming References and Gaming Aesthetics in Extremist Propaganda
  17. 8 A is for Apple, B is for Bullet: The Gamification of (Violent) Extremism
  18. 9 Level Up: Policies, Practices, and Positive Interventions to Counter Terrorism and Violent Extremism in Gaming Spaces
  19. 10 Preventing and Countering Extremism in Gaming Spaces
  20. Concluding Thoughts
  21. Index

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Yes, you can access Gaming and Extremism by Linda Schlegel, Rachel Kowert, Linda Schlegel,Rachel Kowert in PDF and/or ePUB format, as well as other popular books in Politik & Internationale Beziehungen & Terrorismus. We have over 1.5 million books available in our catalogue for you to explore.