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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); KU Select 2024 SDG Books
        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, 9781003850397, 9781032483016, 9781032482996, 9781003388371, 9781003850533
        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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