Click here to read our latest report “Far‐Right Extremism and Digital Book Publishing”

Posts tagged with ‘Gamification’

  • 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…

    Read more
  • 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…

    Read more
  • Feb282024

    POV: Wearable Cameras and the Gamification of Lone-Actor Terrorist Violence

    Introduction In December 2023, a British 22-year-old was sentenced to a minimum of 16 years in prison for planning a…

    Read more
  • Jun012023

    First-Person Propaganda, First-Person Shooters, and Gamification: A Different View 

    Introduction In the 1990s, debates raged about whether first-person shooter (FPS) games could cause violence. Following the 1999 Columbine shooting,…

    Read more
  • 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…

    Read more
  • Oct172022

    The Venomous Rhetorical Web of Far-Right Terrorists

    On September 14, 2022, the U.S. Senate Committee on Homeland Security and Governmental Affairs questioned current and former executives from…

    Read more
  • 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…

    Read more
  • Sep012021

    As You Like It: User Types in Digital Gamified Radicalisation Processes

    Videogames, gaming-related content, game aesthetics, gaming (-adjacent) platforms, gamification, and their potential link to digital extremist content and digitally-mediated radicalisation…

    Read more
  • Jul122021

    Competing, Connecting, Having Fun: How Gamification Could Make Extremist Content More Appealing

    Do extremists like to play? A few years ago, this question may have sounded ridiculous. But since the livestreamed attack…

    Read more
  • Mar292021

    Let’s Play Prevention: Can P/CVE Turn the Tables on Extremists’ Use of Gamification?

    In the wake of the attacks in Christchurch, El Paso and Halle, the so-called ‘gamification of terror’ has made headlines…

    Read more