Extremist Activities in Digital Gaming Spaces

Challenges and Opportunities for Counter-Extremism

Linda Schlegel

June 14, 2024,

Since the livestreamed right-wing extremist terror attack in Christchurch (New Zealand) in 2019, researchers, policymakers, tech companies, and individuals working on preventing and countering extremism have sought to cast a light on extremist activities in digital gaming spaces. While it is clear that video games do not cause radicalization, it is equally certain that both jihadist and right-wing extremist actors seek to exploit popular gaming-related platforms and gaming-related content for their ends—just like they are instrumentalizing other popular platforms with large numbers of users such as Instagram and other widely known and well-liked pop-cultural products such as Hollywood movies or music videos to make their propaganda “cool” and appealing.

There has been a surge in interest and research efforts to delineate how and why extremist actors are seeking to utilize digital gaming spaces. But this research is still in its infancy. Current insights are often based on anecdotal evidence or small pilot studies, while more systematic research efforts have been few and far between. At this moment, large gaps in our understanding of the phenomenon remain. We know that extremists try to exploit video games, digital gaming spaces, and gaming-related content. We do not yet know, however, the magnitude of this exploitation; where extremist activities are most prominent in digital gaming spaces; why extremist actors are inhabiting these spaces; whether digital gaming spaces are used to radicalize, recruit, or mobilize extremist supporters; and what effects their presence might have on other users, the virtual communities on gaming platforms, and online discourses in general.

The uncertainty surrounding the phenomenon makes continuous dialogue and collaboration among all stakeholders decisive in addressing extremist exploitation of digital gaming spaces. A recently published book, titled Gaming and Extremism: The Radicalization of Digital Playgrounds, the first-ever edited volume on gaming and (counter-) extremism, summarizes the current state of knowledge, outlines crucial challenges and opportunities in the space, and provides a common basis for these collaborative exchanges. By bringing together researchers of extremism and game studies, counter-extremism practitioners, and tech experts, the book bridges existing divides across various stakeholders, is accessible for readers from all related fields and practices, and lays the groundwork for future, multi-stakeholder cooperation. [1]

Here are some of the key takeaways:

  • Extremists are exploiting games in various ways. This includes the production and dissemination of bespoke video games for propaganda; the modification of existing video games to create mods with hateful content; the use of in-game communication features such as voice- or text based chats to contact gamers or to disguise and avoid detection of internal communication between already radicalized individuals; the dissemination of propaganda, internal communication, and the organization of extremist and terrorist activities via gaming- and gaming-adjacent platforms such as livestreaming websites, chat platforms, digital marketplaces for video games, or mod forums; and the use of game elements and gaming aesthetics in extremist propaganda spread on other social media platforms to capitalize on the popularity of video games and make propaganda content more appealing.
  • A large number of players report that they have come across extremist content in some shape or form in digital gaming spaces, including propaganda material, hateful slurs, memes with extremist content, or harassment in chats. This includes antisemitism, racism, LGBTQIA+ hate, misogyny, xenophobia, and anti-Muslim sentiments as well as prominent right-wing conspiracy theories.
  • While systematic research efforts into extremist activities in digital gaming spaces have only just begun, the sheer magnitude and variety of gaming-related extremist content suggests that these activities are not isolated incidents. Rather, it seems likely that such activities penetrate several digital gaming spaces in substantial ways. Hence, the exploitation of digital gaming spaces and content by extremist actors deserve heightened attention.
  • Counter-measures and prevention efforts are needed to address the issue. This includes measures taken by tech firms and platforms, a legal and regulatory framework, as well as prevention and intervention projects developed and implemented by civil society actors and members of the gaming community themselves in cooperation with gaming and tech firms. While such efforts are already being piloted, much more systematic and collaborative efforts are needed to devise counter-extremism measures that not only effectively thwart extremists’ influence in digital gaming spaces but contribute to building positive, inclusive gaming communities to be enjoyed by all. [2]

The rise of extremist activities in digital gaming spaces poses a new challenge to the tech sector and counter-extremism experts alike. It is a highly dynamic phenomenon that requires not only thorough, continuous research efforts but also multistakeholder solutions crossing the boundaries between various areas of responsibility. There is a clear need for open, collaborative conversations among researchers, the gaming industry, the policy sector, and prevention experts to facilitate a deeper understanding of the issue and to develop effective measures to prevent and counter-extremist influence in digital gaming spaces.

A number of conversation forums and communication channels among different stakeholders have already been established, including at the Extremism and Gaming Research Network and the Global Network on Extremism and Technology, the research arm of the Global Internet Forum to Counter Terrorism. However, more interdisciplinary dialogue formats and multistakeholder collaboration in counter-extremism efforts are needed. This issue provides the necessary overview of the current state of knowledge and a common basis for fruitful further discussions to enable more effective, collective action against extremists’ exploitation of digital gaming spaces.

References

  1. Schlegel Linda and Kowert Rachel2024Gaming and Extremism: The Radicalization of Digital PlaygroundsRoutledge.
  2. Radicalisation Awareness Network. 2022Countering the Misuse of Gaming-related Content & Spaces: Inspiring Practices and Opportunities for Cooperation with Tech Companies. Retrieved from https://home-affairs.ec.europa.eu/whats-new/publications/countering-misuse-gaming-related-content-spaces-inspiring-practices-and-opportunities-cooperation_en
Linda Schlegel

Linda Schlegel

I build bridges between academic research, practical P/CVE work, and creative industries. Particularly in the areas of gaming, storytelling and narrative campaigns, and other fresh, creative approaches to preventing radicalization.

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