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    Gaming and Extremism

    Proposal review

    The Radicalization of Digital Playgrounds

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    Contributor(s)
    Schlegel, Linda (editor)
    Kowert, Rachel (editor)
    Collection
    Knowledge Unlatched (KU)
    Language
    English
    Show full item record
    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. 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.
    URI
    https://library.oapen.org/handle/20.500.12657/102180
    Keywords
    Gaming; video games; digital games; extremism; video game ecosystems; video game culture; gaming platforms; streaming platforms; Discord; Twitch; Steam; DLive
    DOI
    10.4324/9781003388371
    ISBN
    9781003850397, 9781032483016, 9781032482996, 9781003388371, 9781003850533, 9781003850397
    OCN
    1410823178
    Publisher
    Taylor & Francis
    Publisher website
    https://taylorandfrancis.com/
    Publication date and place
    Oxford, 2024
    Grantor
    • Knowledge Unlatched - [...]
    Imprint
    Routledge
    Classification
    Media studies
    Games development and programming
    The Arts
    Digital animation
    History
    Cultural studies
    Political structure and processes
    Terrorism, armed struggle
    Pages
    234
    Rights
    https://creativecommons.org/licenses/by-nc-nd/4.0/
    • Imported or submitted locally

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    License

    • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

    Credits

    • logo EU
    • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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