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            Gaming and Extremism

            The Radicalization of Digital Playgrounds

            Thumbnail
            Contributor(s)
            Schlegel, Linda (editor)
            Kowert, Rachel (editor)
            Collection
            Knowledge Unlatched (KU)
            Language
            English
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            Abstract
            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.
            URI
            https://doab-dev.siscern.org/handle/20.500.12854/179201
            Keywords
            Gaming; video games; digital games; extremism; video game ecosystems; video game culture; gaming platforms; streaming platforms; Discord; Twitch; Steam; DLive; thema EDItEUR::A The Arts::AB The arts: general topics; thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation; thema EDItEUR::N History and Archaeology::NH History; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies; thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPH Political structure and processes; thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPW Political activism / Political engagement::JPWL Terrorism, armed struggle; thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming
            DOI
            10.4324/9781003388371
            ISBN
            9781003850397, 9781032483016, 9781032482996, 9781003388371, 9781003850533
            Publisher
            Taylor & Francis
            Publisher website
            http://www.taylorandfrancis.com/
            Publication date and place
            Oxford, 2024
            Grantor
            • Knowledge Unlatched
            Imprint
            Routledge
            Pages
            234
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              This project received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 871069.

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