| Online-Ressource |
Titel: | Gaming and extremism |
Titelzusatz: | the radicalization of digital playgrounds |
Mitwirkende: | Schlegel, Linda [HerausgeberIn] |
| Kowert, Rachel [HerausgeberIn] |
Verf.angabe: | edited by Linda Schlegel and Rachel Kowert |
Verlagsort: | New York ; London |
Verlag: | Routledge, Taylor & Francis Group |
Jahr: | 2024 |
Umfang: | 1 Online-Ressource (xvi, 218 Seiten) |
Illustrationen: | Diagramme, Illustrationen |
Fussnoten: | Literaturangaben, Register |
Ang. zum Inhalt: | Introduction to videogames and the extremist ecosystem / Constance Steinkuehler and Kurt Squire |
| Theories of digital games and radicalization / Galen Lamphere-Englund |
| Extremist games and modifications - the "metapolitics" of anti-democratic forces / Mick Prinz |
| Digital games as vehicles for extremist recruitment and mobilization / Alex Newhouse and Rachel Kowert |
| Extremism on gaming (-adjacent) platforms / Jacob Davey |
| Hate and extremism on gaming platforms : insights from surveys with the gaming community / Amarnath Amarasingam and Daniel Kelley |
| Beauty is power : the use of gaming references and gaming aesthetics in extremist propaganda / Ashton Kingdon |
| A is for apple, B is for bullet : the gamification of (violent) extremism / Suraj Lakhani |
| Level up : policies, practices and positive interventions to counter terrorism and violent extremism in gaming spaces / Erin Saltman and Nagham El Karhili |
| Preventing and countering extremism in gaming spaces / Linda Schlegel |
ISBN: | 978-1-003-38837-1 |
| 1-003-38837-X |
| 978-1-003-85039-7 |
| 1-003-85039-1 |
| 978-1-003-85053-3 |
| 1-003-85053-7 |
Abstract: | Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. |
DOI: | doi:10.4324/9781003388371 |
URL: | kostenfrei: Verlag: https://www.taylorfrancis.com/books/9781003388371 |
| DOI: https://doi.org/10.4324/9781003388371 |
Schlagwörter: | (s)Elektronische Medien / (s)Internet / (s)Social Media / (s)Gruppe / (s)Jugend / (s)Ideologie / (s)Radikalisierung / (s)Radikalismus |
Datenträger: | Online-Ressource |
Sprache: | eng |
Bibliogr. Hinweis: | Erscheint auch als : Druck-Ausgabe |
Sach-SW: | POLITICAL SCIENCE / Political Freedom & Security / Terrorism |
| SOCIAL SCIENCE / Media Studies |
K10plus-PPN: | 1887400656 |
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Lokale URL UB: | Zum Volltext |
978-1-003-38837-1,1-003-38837-X,978-1-003-85039-7,1-003-85039-1,978-1-003-85053-3,1-003-85053-7