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Author archive for Linda Schlegel

  • Oct282025

    Youth Radicalisation in the Gaming Sphere: An Exploration of Identity-Based Hate and Extremist Content on Roblox

    This Insight was published as part of GIFCT’s Working Group on Addressing Youth Radicalization and Mobilization. GIFCT Working Groups bring…

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  • Sep082025

    Can Gaming Support Disengagement? Exploring Opportunities and Challenges for Innovative Disengagement Approaches

    The last few years have seen an increase in research efforts detailing how extremist actors are seeking to exploit video…

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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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  • Apr172024

    The Radicalisation of Digital Playgrounds: The Need for Multistakeholder Dialogue

    Introduction The potential nexus between gaming and radicalisation into extremism has become a hot topic for scholars, tech companies, policymakers,…

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  • May012023

    Ari’s Mission: Educating Young Audiences on Conspiracy Theories Through Fictional Narratives

    Introduction Narrative campaigns against extremism and conspiracy theories are popular and widely used tools to prevent and/or counter (violent) extremism…

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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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  • Jul052022

    Persuading with Fantasy: Why Digital P/CVE Narrative Campaigns May Benefit from Fictional Elements 

    The narratives we are exposed to and the stories we tell ourselves and each other have a profound impact on…

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  • Feb072022

    Creating Digital Narrative Worlds: The Promises of Transmedia Storytelling for P/CVE Narrative Campaigns

    Extremism is – at least partially – a communication challenge. The acceptance of extremist narratives, which provide followers with a…

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  • Sep152021

    Into the Dungeon? Possibilities for Primary and Secondary Prevention on Gaming (-Adjacent) Platforms

    Videogames, gaming-related content, and gaming (-adjacent) platforms are a new key area of discussion for those seeking to understand how…

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  • Sep062021

    Let’s Talk about Games, Baby: Extremist Use of Gaming (-Adjacent) Platforms

    In 2020, the EU Counter-Terrorism Coordinator issued a warning that extremists are increasingly present in digital gaming spaces and in…

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