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E-book

Title Gaming and extremism : the radicalization of digital playgrounds / edited by Linda Schlegel and Rachel Kowert
Published New York, NY : Routledge, 2024

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Description 1 online resource
Contents Introduction to videogames and the extremist ecosystem / Constance Steinkuehler & Kurt Squire -- Theories of digital games and radicalization / Galen Lamphere-Englund -- Extremist games and modifications -- the "metapolitics" of anti-democratic forces / Mick Prinz -- Digital games as vehicles for extremist recruitment and mobilization / Alex Newhouse & Rachel Kowert -- Extremism on gaming (-adjacent) platforms / Jacob Davey -- Hate and extremism on gaming platforms : insights from surveys with the gaming community / Amarnath Amarasingam & Daniel Kelley -- Beauty is power : the use of gaming references and gaming aesthetics in extremist propaganda / Ashton Kingdon -- A is for Apple, B is for bullet : the gamification of (violent) extremism / Suraj Lakhani -- Level up : policies, practices & positive interventions to counter terrorism and violent extremism in gaming spaces / Erin Saltman & Nagham El Karhili -- Preventing and countering extremism in gaming spaces / Linda Schlegel
Summary "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 explores 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 counter-terrorism techniques and promising preventing / countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere and explores 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 practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers"-- Provided by publisher
Bibliography Includes bibliographical references and index
Notes Linda Schlegel is a Research Fellow at modusIzad, a founding member of the Extremism and Gaming Research Network, and an Associate Fellow at the Peace Research Institute Frankfurt. Her research interests include gaming/gamification and radicalization, digital P/CVE, and narrative campaigns against extremism. Rachel Kowertis a Research Psychologist, the Research Director ofTake This, and the founder of Psychgeist, a multimedia content production studio for the science of games and pop culture.She is a world-renowned researcher on the uses and effects of digital games and currently serves as one of the primary investigators on the first grant-funded project from the Department of Homeland Security about games and extremism. To learn more about Rachel and her work, visitwww.rkowert.com
Description based on print version record and CIP data provided by publisher; resource not viewed
Subject Video games -- Political aspects
Video gamers -- Political activity
Radicalization.
Radicalism.
radicalism.
POLITICAL SCIENCE / Political Freedom & Security / Terrorism
SOCIAL SCIENCE / Media Studies
Radicalism.
Radicalization.
Form Electronic book
Author Schlegel, Linda, 1992- editor
Kowert, Rachel, editor
LC no. 2023042074
ISBN 9781003388371
100338837X
9781003850397
1003850391
9781003850533
1003850537