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Titel:Gaming and extremism
Titelzusatz:the radicalization of digital playgrounds
Mitwirkende:Schlegel, Linda [HerausgeberIn]   i
 Kowert, Rachel [HerausgeberIn]   i
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   i / (s)Internet   i / (s)Social Media   i / (s)Gruppe   i / (s)Jugend   i / (s)Ideologie   i / (s)Radikalisierung   i / (s)Radikalismus   i
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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