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dc.contributor.editorSchlegel, Linda
dc.contributor.editorKowert, Rachel
dc.date.accessioned2025-03-08T06:55:31Z
dc.date.available2025-03-08T06:55:31Z
dc.date.issued2024
dc.date.submitted2024-09-19T05:36:58Z
dc.identifierhttps://library.oapen.org/handle/20.500.12657/93395
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/185784
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.classificationbic Book Industry Communication::J Society & social sciences::JP Politics & government::JPW Political activism::JPWL Terrorism, armed struggle
dc.subject.classificationbic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies
dc.subject.otherPolitical Science
dc.subject.otherTerrorism
dc.subject.otherSocial Science
dc.subject.otherMedia Studies
dc.titleGaming and Extremism
dc.title.alternativeThe Radicalization of Digital Playgrounds
dc.typebook
oapen.relation.isPublishedByfa69b019-f4ee-4979-8d42-c6b6c476b5f0
oapen.relation.isFundedBy969f21b5-ac00-4517-9de2-44973eec6874
oapen.collectionKnowledge Unlatched (KU)
oapen.imprintTaylor & Francis
dc.relationisFundedByb818ba9d-2dd9-4fd7-a364-7f305aef7ee9


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