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Extremism and Gaming Research Network (EGRN)

Extremism and Gaming Research Network (EGRN)

The Extremism and Gaming Research Network (EGRN) brings researchers, practitioners, and policymakers together with the private sector to develop an understanding of potential threats, as well as solutions for the exploitation of gaming by terrorists and violent extremists. Our work is structured around convening and connecting our global members across sectors, supporting research development and reporting, advising and training tech platforms and governments, and generating best intervention practices.

How It Started

EGRN was set up as an independent, self-led initiative in 2021 by practitioners and researchers who saw a need to fill knowledge gaps on the subject and build an evidence base for positive interventions. The network has built a strong reputation for its work examining the intersection of extremism, gaming, and online communities.

In May 2026, with the support of our Board of Directors, EGRN formally joined the Global Network on Extremism and Technology (GNET), a project of the Centre for Statecraft and National Security (CSNS) at King’s College London. EGRN retains its brand and staff while joining GNET’s institutional framework, creating new opportunities for shared learning, joint projects, and broader dissemination.

  • Sep212026

    Beyond the Ban Hammer: Building Resilience Against Youth Exploitation in Gaming Spaces

    This Insight was published as part of GIFCT’s Working Group on Gaming and Youth (GYWG). GIFCT Working Groups bring together experts…

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  • Mar202025

    Building Tech Capacity: Cross-Cultural, Gender-Responsive Solutions to Prevent Extremism in Gaming

    Introduction  When discussing social harms in online gaming spaces, the term “toxicity” frequently takes centre stage. It is often used…

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  • Feb262025

    Policing Extremism on Gaming-Adjacent Platforms: Awful but Lawful?

    Introduction The study of the intersection between gaming and extremism has focused largely on a few key areas: the presence…

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  • Jan292025

    Scouting Uneven Terrain: Challenges for Prevention and Counter-Extremism Practitioners in Digital Gaming Spaces

    Linda Schlegel and Judith Jaskowski are members of the Extremism and Gaming Research Network (EGRN). The EGRN works together to…

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  • Jan162025

    From Soundtracks to Side Quests: How Terrorist and Extremist Games Use Mainstream Platforms to Evade Detection and Draw Users

    Emily Thompson and Galen Lamphere-Englund are members of the Extremism and Gaming Research Network (EGRN). The EGRN works together to…

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  • Dec172024

    Improving the Quality of Violent Extremism Research: Why CVE Researchers Should Play More Games

    Elizabeth D. Kilmer and Rachel Kowert are members of the Extremism and Gaming Research Network (EGRN). The EGRN works together to…

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  • Nov012024

    30 Years of Trends in Terrorist and Extremist Games

    Violent extremist, terrorist, and targeted hate actors have been actively exploiting video games to propagandise, recruit and fundraise for more…

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  • Jul182024

    Camera, Action, Play: An Exploration of Extremist Activity on Video- and Livestreaming Platforms

    Introduction  Since the livestreamed attacks in Christchurch, Halle and the US Capitol Building, streaming platforms have become a topic of…

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  • Jun102024

    Gaming the System: The Use of Gaming-Adjacent Communication, Game and Mod Platforms by Extremist Actors

    Introduction Since the live-streamed racist and antisemitic attacks in Christchurch, New Zealand, and Halle, Germany, in 2019 and details of…

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  • Jun052024

    More than Sports: Building Resilience against Extremism in Esports

    Eliot J. Oreskovic is an Executive Co-Director of the United States Esports Association, which is a member of the Extremism…

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  • Mar282024

    Preventing Extremist Violence Using Existing Content Moderation Tools

    Kris McGuffie is a member of the Extremism and Gaming Research Network (EGRN). The EGRN works together to uncover how…

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  • Mar062024

    The Ultimate Game: What We Learned from Mobilising Gamers During Brazil’s Elections

    Mari Ribeiro and Court Williams are members of the Extremism and Gaming Research Network (EGRN). The EGRN works together to…

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  • Feb082024

    Grooming for Violence: Similarities Between Radicalisation and Grooming Processes in Gaming Spaces

    Rachel Kowert and Elizabeth D. Kilmer are members of the Extremism and Gaming Research Network (EGRN). The EGRN works together…

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  • May312023

    Accelerationism Meets Gamification: A Look at the Convergence in the Framing of Online Narratives

    Petra Regeni is a member of the Extremism and Gaming Research Network (EGRN). EGRN brings together world-leading counter-extremism organisations to develop insights…

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  • Feb092023

    Preventing Extremism through Storytelling and Gaming

    On 2 February 2023, GNET and the Extremism and Gaming Research Network (EGRN) hosted a webinar on ‘Preventing Extremism through…

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  • Feb082023

    From Atari to Allahu Akbar: Comparing White Supremacist and Jihadist Uses of Gamified Extremism

    Firas Mahmoud is a research fellow of the Extremism and Gaming Research Network (EGRN). EGRN brings together world-leading counter-extremism organisations…

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  • Feb062023

    God of Race War: The Utilisation of Viking-Themed Video Games in Far-Right Propaganda

    Ashton Kingdon is a Research Fellow of the Extremism and Gaming Research Network (EGRN). EGRN brings together world-leading counter-extremism organisations…

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  • Oct192022

    Playing Against Radicalisation: Why Extremists are Gaming and How P/CVE Can Leverage the Positive Effects of Video Games to Prevent Radicalisation

    The potential nexus between gaming and extremism is an increasingly important concern for researchers, tech companies, policymakers, and practitioners working…

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  • Sep052022

    Can Serious Games Make a Difference in P/CVE?

    Video games and gamification have become key tools of extremist actors’ recruitment arsenal and have taken a central role in…

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  • Jun102022

    The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch Attack

    This Insight is based on research conducted by the author and Susann Wiedlitzka, the results of which are extensively discussed…

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  • Mar092022

    Understanding the Game: Bridging Research Gaps at the Nexus of Gaming and Extremism

    Preventing and countering violent extremism practitioners are increasingly concerned about pathways to radicalisation, including those leading to violent extremism, present…

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