- Sep052022Daniela Pisoiu
Can Serious Games Make a Difference in P/CVE?
inVideo games and gamification have become key tools of extremist actors’ recruitment arsenal and have taken a central role in…
- Nov162021Sam Andrews
Video Games, Extremism and Terrorism: A Literature Survey
inVideo games are extremely popular, with a market worth over $175 billion per year and at least 3 billion players…
- Sep152021Linda Schlegel
Into the Dungeon? Possibilities for Primary and Secondary Prevention on Gaming (-Adjacent) Platforms
inVideogames, gaming-related content, and gaming (-adjacent) platforms are a new key area of discussion for those seeking to understand how…
- Jun282021Aaron Tielemans
A Survey of Violent Extremist and Terrorist Activities Across the Gaming Environment
inThe relationship between video games and large-scale violence has been questioned since the 1999 shooting at Columbine High School. In…
- Apr192021Teo Kai Xiang
Bridging the Gap Between Counterterrorism Research and Practice Through Game-Based Learning
inMuch journalistic and academic attention has been focused on understanding the role that games and gamification plays within extremist groups.…
- 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…
- Feb012021Dr. Aaron Tugendhaft
Jihadists at Play
inWhen I began working on The Idols of ISIS: From Assyria to the Internet, I used research funds to buy…
- 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…
Posts tagged with ‘Video Games’
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