- Jun102022Dr. Suraj Lakhani
The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch Attack
inThis Insight is based on research conducted by the author and Susann Wiedlitzka, the results of which are extensively discussed…
- Sep012021Linda Schlegel
As You Like It: User Types in Digital Gamified Radicalisation Processes
inVideogames, gaming-related content, game aesthetics, gaming (-adjacent) platforms, gamification, and their potential link to digital extremist content and digitally-mediated radicalisation…
- Jul122021Linda Schlegel
Competing, Connecting, Having Fun: How Gamification Could Make Extremist Content More Appealing
inDo extremists like to play? A few years ago, this question may have sounded ridiculous. But since the livestreamed attack…
- Mar292021Linda Schlegel
Let’s Play Prevention: Can P/CVE Turn the Tables on Extremists’ Use of Gamification?
inIn the wake of the attacks in Christchurch, El Paso and Halle, the so-called ‘gamification of terror’ has made headlines…
- Mar012021Dr. Nick Robinson
Playing for Hate?
inThe video game industry is the largest and fastest growing popular culture industry in the world by monetary value, yet…
- Jan182021Ashley Mattheis
Beyond the ‘LULZ’: Memifying Murder as ‘Meaningful’ Gamification in Far-Right Content
inResearch on the relationship between video games and extremist propaganda has been increasing in the last few years in both…
- Dec022020Linda Schlegel
Of Challengers and Socialisers: How User Types Moderate the Appeal of Extremist Gamified Applications
inRecent years have seen an increase in the gamification of digital extremist content and discussions around the potential implications of…
- Sep022020Sammie Wicks
Islamic State’s Use of Gamification and Low-Tech Terror Tactics
inIslamic State (IS) and other violent extremist organisations continue to proliferate on online platforms despite efforts from major online platforms…
- Feb172020Linda Schlegel
Points, Rankings & Raiding the Sorcerer’s Dungeon: Top-down and Bottom-up Gamification of Radicalisation and Extremist Violence
inThe research on gamification, defined as “the use of game elements in non-gaming contexts” usually aimed at facilitating a desirable…
Posts tagged with ‘Gamification’
GNET > Gamification