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dc.contributor.editorSchlegel, Linda
dc.contributor.editorKowert, Rachel
dc.date.accessioned2025-03-08T04:28:02Z
dc.date.available2025-03-08T04:28:02Z
dc.date.issued2024
dc.date.submitted2024-02-06T08:59:40Z
dc.identifierONIX_20240206_9781003850397_7
dc.identifierhttps://library.oapen.org/handle/20.500.12657/87528
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/179201
dc.description.abstractCharting 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.
dc.languageEnglish
dc.rightsopen access
dc.subject.otherGaming
dc.subject.othervideo games
dc.subject.otherdigital games
dc.subject.otherextremism
dc.subject.othervideo game ecosystems
dc.subject.othervideo game culture
dc.subject.othergaming platforms
dc.subject.otherstreaming platforms
dc.subject.otherDiscord
dc.subject.otherTwitch
dc.subject.otherSteam
dc.subject.otherDLive
dc.subject.otherthema EDItEUR::A The Arts::AB The arts: general topics
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation
dc.subject.otherthema EDItEUR::N History and Archaeology::NH History
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JP Politics and government::JPH Political structure and processes
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JP Politics and government::JPW Political activism / Political engagement::JPWL Terrorism, armed struggle
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming
dc.titleGaming and Extremism
dc.title.alternativeThe Radicalization of Digital Playgrounds
dc.typebook
oapen.identifier.doi10.4324/9781003388371
oapen.relation.isPublishedByfa69b019-f4ee-4979-8d42-c6b6c476b5f0
oapen.relation.isFundedByb818ba9d-2dd9-4fd7-a364-7f305aef7ee9
oapen.relation.isFundedBy969f21b5-ac00-4517-9de2-44973eec6874
oapen.relation.isbn9781003850397
oapen.relation.isbn9781032483016
oapen.relation.isbn9781032482996
oapen.relation.isbn9781003388371
oapen.relation.isbn9781003850533
oapen.collectionKnowledge Unlatched (KU)
oapen.imprintRoutledge
oapen.pages234
oapen.place.publicationOxford
oapen.grant.number[...]
dc.relationisFundedByb818ba9d-2dd9-4fd7-a364-7f305aef7ee9


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