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  1. Gaming and extremism
    the radicalization of digital playgrounds
    Contributor: Schlegel, Linda (HerausgeberIn); Kowert, Rachel (HerausgeberIn)
    Published: 2024; © 2024
    Publisher:  Routledge, Taylor & Francis Group, New York

    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... more

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    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.

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Schlegel, Linda (HerausgeberIn); Kowert, Rachel (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781003388371; 100338837X; 9781003850397; 1003850391; 9781003850533; 1003850537
    Other identifier:
    Subjects: Video games; Video gamers; Radicalization; Radicalism; Elektronische Medien; Internet; Social Media; Gruppe; Jugend; Ideologie; Radikalisierung; Radikalismus; POLITICAL SCIENCE / Political Freedom & Security / Terrorism; SOCIAL SCIENCE / Media Studies
    Scope: 1 Online-Ressource (xvi, 218 Seiten), Diagramme, Illustrationen
    Notes:

    Literaturangaben, Register

    Constance Steinkuehler and Kurt Squire: Introduction to videogames and the extremist ecosystem

    Galen Lamphere-Englund: Theories of digital games and radicalization

    Mick Prinz: Extremist games and modifications - the "metapolitics" of anti-democratic forces

    Alex Newhouse and Rachel Kowert: Digital games as vehicles for extremist recruitment and mobilization

    Jacob Davey: Extremism on gaming (-adjacent) platforms

    Amarnath Amarasingam and Daniel Kelley: Hate and extremism on gaming platforms : insights from surveys with the gaming community

    Ashton Kingdon: Beauty is power : the use of gaming references and gaming aesthetics in extremist propaganda

    Suraj Lakhani: A is for apple, B is for bullet : the gamification of (violent) extremism

    Erin Saltman and Nagham El Karhili: Level up : policies, practices and positive interventions to counter terrorism and violent extremism in gaming spaces

    Linda Schlegel: Preventing and countering extremism in gaming spaces

  2. Gaming and extremism
    the radicalization of digital playgrounds
    Contributor: Schlegel, Linda (HerausgeberIn); Kowert, Rachel (HerausgeberIn)
    Published: 2024; © 2024
    Publisher:  Routledge, Taylor & Francis Group, New York

    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... more

    Access:
    Verlag (kostenfrei)
    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
    Unlimited inter-library loan, copies and loan
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    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.

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Staatsbibliothek zu Berlin
    Contributor: Schlegel, Linda (HerausgeberIn); Kowert, Rachel (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781003388371; 100338837X; 9781003850397; 1003850391; 9781003850533; 1003850537
    Other identifier:
    Subjects: Video games; Video gamers; Radicalization; Radicalism; Elektronische Medien; Internet; Social Media; Gruppe; Jugend; Ideologie; Radikalisierung; Radikalismus; POLITICAL SCIENCE / Political Freedom & Security / Terrorism; SOCIAL SCIENCE / Media Studies
    Scope: 1 Online-Ressource (xvi, 218 Seiten), Diagramme, Illustrationen
    Notes:

    Literaturangaben, Register

    Constance Steinkuehler and Kurt Squire: Introduction to videogames and the extremist ecosystem

    Galen Lamphere-Englund: Theories of digital games and radicalization

    Mick Prinz: Extremist games and modifications - the "metapolitics" of anti-democratic forces

    Alex Newhouse and Rachel Kowert: Digital games as vehicles for extremist recruitment and mobilization

    Jacob Davey: Extremism on gaming (-adjacent) platforms

    Amarnath Amarasingam and Daniel Kelley: Hate and extremism on gaming platforms : insights from surveys with the gaming community

    Ashton Kingdon: Beauty is power : the use of gaming references and gaming aesthetics in extremist propaganda

    Suraj Lakhani: A is for apple, B is for bullet : the gamification of (violent) extremism

    Erin Saltman and Nagham El Karhili: Level up : policies, practices and positive interventions to counter terrorism and violent extremism in gaming spaces

    Linda Schlegel: Preventing and countering extremism in gaming spaces