Extremism and Gaming Network
- 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…
Rachel Kowert - 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…
Dr. William Allchorn - 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…
Linda Schlegel - 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…
Galen Englund - 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…
Elizabeth D. Kilmer - 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…
Galen Englund - 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…
Lars Wiegold - 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…
Constantin Winkler - 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…
Eliot Oreskovic - 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…
Kris McGuffie - 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…
Mariana Ribeiro - 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…
Elizabeth D. Kilmer - 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…
Petra Regeni - 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…
Jordan Chapman - 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…
Firas Mahmoud - 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…
Ashton Kingdon - 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…
Linda Schlegel - 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…
Daniela Pisoiu - 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…
Dr. Suraj Lakhani - 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…
Galen Englund