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Jumanji Extremism? How games and gamification could facilitate radicalization processes

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Abstract

While the last years have seen increased engagement with gaming in relation to extremist attacks, its potential role in facilitating radicalization has received less attention than other factors. This article makes an exploratory contribution to the theoretical foundations of the study of gaming in radicalization research. It is argued that both top-down and bottom up gamification have already impacted extremist discourse and potentially radicalization processes but that research on gamification in other contexts points to a much wider application of gamification to extremist propaganda distribution tools in the future. The potential influence of video games on radicalization processes exceeds the transfer of the popular argument that exposure to violent media leads to desensitization to the context of radicalization and includes the exploitation of pop culture references, increases in self-efficacy regarding violence, and the direct experience of retropian visions through the content of games.
Linda Schlegel: Jumanji Extremism? How games and gamification could facilitate
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Jumanji Extremism? How games and gamification could facilitate
radicalization processes
Linda Schlegela
1
aNon-Resident Fellow, modus | Zentrum für angewandte Deradikalisierungsforschung
Article History
Received Mar 11, 2020
Accepted Apr 8, 2020
Published Jun 26, 2020
Keywords: Radicalization, Gamification, Video Games, Propaganda, Extremism
Introduction
Joe Johnston’s movie Jumanji from 1995 and the newer sequels from 2017 and 2019 revolve
around a board game coming to life. The protagonists are transported into the game and
Jumanji becomes their reality. Only by beating the game they can return to their lives outside
of the fictional world. Jumanji redefines the players reality; there is no longer a distinction
between one’s role as a player and one’s role as a human being. Players literally become their
avatars. Radicalization is a process that also redefines an individual’s perception of reality and
can fully immerse an individual in a parallel world removed from mainstream society. The
1
Corresponding Author Contact: Linda Schlegel, Email: linda0509@web.de, Twitter @LiSchlegel. All views
expressed are the author’s own and neither endorsed nor supported by her affiliated organizations. Linda
Schlegel holds an MA in Terrorism, Security and Society from King’s College London and is a non-resident
fellow at modus | Zentrum für angewandte Deradikalisierungsforschung.
Abstract
While the last years have seen increased engagement with gaming in relation to
extremist attacks, its potential role in facilitating radicalization has received less
attention than other factors. This article makes an exploratory contribution to the
theoretical foundations of the study of gaming in radicalization research. It is
argued that both top-down and bottom up gamification have already impacted
extremist discourse and potentially radicalization processes but that research on
gamification in other contexts points to a much wider application of gamification
to extremist propaganda distribution tools in the future. The potential influence of
video games on radicalization processes exceeds the transfer of the popular
argument that exposure to violent media leads to desensitization to the context of
radicalization and includes the exploitation of pop culture references, increases in
self-efficacy regarding violence, and the direct experience of retropian visions
through the content of games.
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Jumanji slogan “A game for those who seek to find a way to leave their world behind” may
also apply to radicalized individuals leaving mainstream society - and often everything they
previously cared about - behind; they are embarking on a new endeavor with a new identity
and leave what used to be ‘their’ world.
Radicalization into extremism can hardly be considered as ‘play’. However, elements
usually associated with games and popular culture have featured in propaganda and
radicalization efforts, including the footage collected through HD-cameras attached to helmets
of fighters, alluding to the visual design of first-person-shooter (FPS) games such as Call of
Duty (Scaife, 2017) or the application of gamified elements such as points and rankings
(Ebner, 2019). While (video) games have been part of the extremist ‘toolkit’ for quite some
time (Lakomy, 2019), the issue received heightened attention with the rise of Islamic State
(hereafter ISIS), which utilized gaming references extensively and allegedly programmed its
own video game, Salil al-Swarim [The Clanging of the Swords] (Al-Rawi, 2018). After being
made increasingly popular by ISIS, the use of games and gamification elements has ‘migrated
downstream’ to other jihadist groups (Dauber et al, 2019). Right-wing extremists too have
gained increased attention for their ‘gamified’ attacks. For instance, the attacks in both
Christchurch and Halle have been live streamed by the attackers, invoking visual imagery
commonly associated with FPS games (Mackintosh & Mezzofiore, 2019). This indicates a
move towards the inclusion and rising prominence of gamified elements in propaganda
efforts, which may potentially influence radicalization processes.
While the last years have seen an increase in engagement with the subject (e.g.
Lakomy, 2019; Schlegel, 2018; Al-Rawi, 2018), games and gamification have so far received
less attention than other factors potentially facilitating radicalization processes. The present
article explores some of the mechanisms by which games and gamified applications could
come to facilitate radicalization processes. The article should be read as a Weberian ideal type
analysis; not as a holistic account of radicalization but as an exploration of how games and
gamification could, for some individuals, increase the susceptibility to radicalization or
facilitate radicalization processes already underway. Although both games and elements of
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gamification can be applied offline, the article focuses on an exploration of online
applications, social media and video games, placing it within the discourse on online-
radicalization (Baaken & Schlegel, 2017). Because both cognitive and behavioral
radicalization processes relate to the acceptance or the exercise of violence, only violent video
games are treated as the basis for the discussion on the role of games in radicalization.
Nevertheless, an analysis of the potential role of non-violent games it to be encouraged in
future studies.
The present analysis is conducted from the standpoint of the player or user, primarily
motivated by seeking entertainment. While extremist organizations could and indeed have
used (Thurrott, 2001; Pidd, 2012) so-called serious games (Bittner & Schipper, 2014), which
are intended not for entertainment but purely for training purposes such as war gaming
(Röhle, 2014), the present discussion is limited to casual games (Rapp, 2017) with an
entertainment appeal for the player. In the context of radicalization, playing serious games
with instrumental intent requires an already advanced radicalization process and would likely
be used for specific training in the preparation of an attack. For reasons of conceptual clarity,
the present article focuses on how games and gamification elements could facilitate
susceptibility to radicalization, not on training already radicalized individuals. While it is
likely that different ideological justifications for extremist violence would result in different
gamified applications and different content of games, this article is not focused on
ideologically-determined details of the gaming content but puts forward a theoretical
exploration of general mechanisms by which games and gamified elements may influence
radicalization processes.
The article is structured as follows: After locating games and gamification within the
wider discourse on (online-) radicalization, potential uses of gamification elements for the
facilitation of radicalization processes and the psychological processes underlying it are
examined. Then, it is analyzed how video games could enhance susceptibility to radicalization
or facilitate radicalization processes already underway. The article closes with a discussion of
potential limitations and a conclusion.
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Locating games and gamification within the wider discourse on radicalization
The discourse on violent video games
Violence in communication media has been researched and discussed for a long time:
From Tertullian lamenting the possibility that watching gladiators could lead to increased
violence (Dowsett & Jackson, 2019) to more modern media such as cinema, comic books and
music (DeCamp, 2014), the display of violence has been a topic of hot debates among
scholars and the public. The depiction of violence in video games (Hartmann et al, 2014) as
well as the correlation between video games and violent or aggressive behavior has been the
subject of a lot of scholarly inquiry (Engelhardt et al, 2011; Greitemeyer, 2014) and has been
controversially debated over the last thirty years, in politics and public discourse (Crump,
2014; Robinson, 2012) and within the gaming community (Nauroth et al, 2014). What sets
video games apart from previous media are their interactivity and the agency of the player;
that is, the active role players take in shaping the story in an increasingly realistic setting,
which may increase the degree of influence that consuming these games has on the perception
and behavior of the individuals playing. Video games can immerse players, allowing them to
partially merge with their avatar and identify themselves with the game characters (Fischer et
al, 2010). The higher the identification with the avatar, the larger the impact of the violent
game (Lin, 2013). Video games influence players on a neurological level (Engelhardt et al,
2011) as well as by contributing to a normalization of violent behavior (Greitemeyer, 2014),
but there is also evidence that those with higher levels of aggression choose to play video
games more often (Przybylski et al, 2009) and that games are only one of many interacting
factors on a pathway to violence (DeCamp, 2015).
A large and diverse literature has emerged, including work on how video games
influence individual (acceptance of) aggressive behavior (Funk et al, 2003; Beck et al., 2012),
youth delinquency (DeLisi et al, 2012), societal violence (Ferguson, 2015) or (school)
shootings (Crump, 2014; McDonald, 2018). The findings are not always conclusive, they are
‘all over the map’ (Wolock, 2004), and the causal relationship between games and violence is
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therefore still contested (Gunter & Daly, 2012; Ferguson, 2011; Ferguson & Wang, 2019).
While the American Psychological Association (APA) has found no causal relationship
between violent games and violent behavior (APA, 2020), confirming that violent behavior is
a multifaceted phenomenon, studies have shown that violent games do have effects on players
perceptions of violence (Lin, 2013; Greitemeyer, 2014) and recent findings by the APA
confirm the link between violent video games and both physical and verbal aggression (as
opposed to outright violence) (APA, 2020). This shows that while there is no straightforward
pathway from violent games to violent deeds, violent video games can influence players
negatively.
The discourse on gamification
Gamification is a relatively new topic with a notable increase in research since the
2010s (Sailer et al, 2017) and has originally been applied in advertising context (Bittner &
Schipper, 2014). The term gamification refers to the “use of game design elements within
non-game contexts” (Deterding et al., 2011, p.1). By introducing elements such as points,
leaderboards and badges, non-gaming contexts can be gamified. Crucially, gamification is
aimed at facilitating behavioral change in the users (Robson et al, 2015) and is often applied
in the commercial sector to engage service users (Blohm & Leimeister, 2013) or employees
(Mitchell et al, 2020). Gamification has also been applied in educational settings from the
primary-level (Jagust et al, 2018) to university students (van Roy & Zaman, 2019) and for
autistic children (Malinverni et al, 2017), employee and customer experience (Robson et al,
2016), library usage (Prince, 2013), health (Gonzalez et al, 2016), exercise (Hamari &
Koivisto, 2015), work (Robson et al, 2016) and environmental protection (Gustafsson et al,
2010), as well as in experimental designs (Mekler et al., 2017). The public sector and
governments are also increasingly aware of the potential benefits of gamification and use it,
for instance, to nudge drivers to abide by the speed limit (Blohm & Leimeister, 2013).
Gamification is not without its critics, both in academia and beyond. The underlying
mechanisms of gamification are still contested and some assume that its effects are
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overestimated as positive effects could be caused by the novelty of these applications rather
than gamification itself (Fleming, 2014). Practical concerns surround, for instance, the
application of gamification in military contexts (Pugliese, 2016) introducing score sheets for
killings and specifically recruiting gamers (Pilkington, 2015). Nevertheless, it is applied in a
wide variety of situations. It is clear that gamification does not work for everyone in all
contexts; age, for instance, mediates the effects of gamification on users as younger users
seem to respond more favorably to gamification than older generations (Koivisto & Hamari,
2014). Generally, however, it is believed that gamification is a useful tool to achieve
behavioral change, not only because it makes tasks more interesting, increases engagement
(Hamari, 2017), resonates with young users acquainted to 21st century literacy (Kingsley &
Grabner-Hagen, 2015) or encourages interactivity with other players (Rapp, 2014), but also
because it partially fulfills players’ psychological needs such as competency and social
relatedness (Sailer et al, 2017).
Games and gamification in radicalization research
Both games and gamification fall within the realm of the utilization of technological
advancements by extremist organizations and relate to the discourse on online-radicalization.
Online-radicalization “may be described as the process of adopting beliefs justifying and/or
compelling violence primarily through online media consumption” (Baaken & Schlegel,
2017). While work on online-radicalization often focuses on the role of social media
applications such as Facebook, Telegram or Twitter (Weimann, 2010; Kaati et al, 2015;
Bloom et al, 2017), we have also seen the gaming platform Discord being used as a
communication and recruitment tool by extremists (Ebner, 2019). It is therefore not
unreasonable to assume that games and gaming platforms can and are being used to facilitate
(online-) radicalization processes. Although some have been critical about the role of the
Internet in radicalization process (Benson, 2014; Bouhana & Wikström, 2011) and it is
increasingly contested whether the properties of new media applications actually produce the
‘echo chambers’ (Winter, 2016) and filter or virtual bubbles (Pariser, 2011; Musawi, 2010)
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previously viewed as decisive for online-radicalization processes (Reed et al, 2019), many
ascribe an important and influential role to the online realm in facilitating radicalization
(Berger & Strathearn, 2013; Carter et al, 2014; Edwards & Gribbon, 2013; McNicol, 2016;
Meleagrou-Hitchens & Kaderbhai, 2017; Koehler, 2014) and it has been shown that many
contemporary terrorists have engaged with Internet resources (Gill et al, 2017). Extremist
organizations increasingly rely on the Internet and social media to disseminate propaganda via
various channels (Weimann, 2010) and have utilized the benefits of social media
communication to their ends. Radicalization research has been focused on the platforms used
by extremists (Berger & Morgan, 2015), the content they disseminate through them (Ingram,
2017), how it is produced and disseminated (Bhui & Ibrahim, 2013; Sardarnia & Safizadeh,
2017, Aly, 2016), who consumes it (von Behr et al, 2013), and in which ways this content can
inspire identification with extremist organizations, and motivate to act upon the ideology
conveyed (Edwards & Gribbon, 2013; Schlegel, 2017).
Games and gamification are closely related to virtual applications and relate to the
discourse on online-radicalization in at least three ways. Firstly, while receiving less attention
in the research community, games have been part of propaganda efforts for a while. The
‘virtual caliphate’ (Brandon, 2008; Winter, 2015), for example, has included themes of
‘gaming jihad’ (Lakomy, 2019). For instance, modifications of popular games such as Grand
Theft Auto and changing the game Quest for Saddam into Quest for Bush (Schlegel, 2018) had
already been included in jihadist propaganda efforts at least since 2003. Lakomy (2019)
provides an overview of how gaming has been used since 9/11 by various jihadist
organizations in various locations, attesting to the utilization of games in propaganda,
radicalization and training efforts. Only with the rise of ISIS, however, did games gain more
attention in the popular discourse on radicalization (Al-Rawi, 2018), including in relation to
the launch of its educational app Huroof (Lakomy, 2019), which asks children to match
Arabic letters to pictures of tanks, bombs and other military images, thereby gamifying
engagement with propaganda material and providing a ‘fun’ introduction to the future life as
fighters in the ‘Caliphate’ (Gramer, 2017). It needs to be stressed that not only jihadists have
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utilized games. Right-wing extremists too have come to understand the popular appeal of
video games and have sought to utilize the gaming world for their ends. For instance, the
Daily Stormer developed a modification of the popular game Doom 2, in which players can
fight against the Jewish world conspiracy. One of the users commented on the game with
approval, stating that there were “many options for genocide, lots of fun” (Ebner, 2019, p.143,
translation mine). The inclusion of games in propaganda efforts is therefore not such a new
development as it may seem, but due to the increasing accessibility and easy application of
tools to modify and produce games, a proliferation of games with extremist content is not
unlikely.
Secondly, the proliferation of social media and online communication capabilities
made employing of games and gamification easier and more practical for extremist
organizations. Many gamified applications are only possible by connecting phones, smart
watches and other tools to the Internet in order to create playful online environments in
various contexts, such as NikeFuel or Movepill gamifying exercise and taking medicine
respectively (Blohm & Leimeister, 2013). Video games too are often not bought on discs
anymore, but played as browser games, downloaded onto smartphones or designed as
multiplayer online games such as World of Warcraft (WoW). They are therefore closely
intertwined with Internet usage and the sociality associated with new forms of social media
communication transcending time and space to form global gaming communities. Because
smartphones and laptops as well as gaming software on them are so widespread today and
users are acquainted with gamified applications, gaming is now an opportunity structure for
extremist organization in reaching a large and diverse audience.
Thirdly, games and gamification may also be regarded as part of ‘jihadi cool’ (Picart,
2015) and the counterculture (Cottee, 2015) or pop culture (Hegghammer, 2017) appeal
employed to increase the susceptibility to radicalization of those who are familiar with the
gaming culture. Jihadists have made use of references to Western-style music videos
(Stenersen, 2017) and comic books (Ostovar, 2017) before, and gaming is a natural extension
of these appeals derived from pop culture. ISIS, for instance, has not only employed the
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familiar imagery of FPS games in its propaganda videos by using HD helmet cameras, it has
extensively referenced games directly, especially Call of Duty. The propaganda video Fight
them. Allah will punish them by your hands from 2016 contains scenes from the actual Call of
Duty game, utilizing the familiar and ‘cool’ appeal of the game for propaganda purposes
(Lakomy, 2019). In 2014, Junaid Hussain, seeking to recruit Western youngsters to join ISIS,
tweeted ”You can sit at home and play call of duty or you can come and respond to the real
call of duty...the choice is yours” (Hussain in McDonald, 2018, p.130), again using a familiar
reference point for a call to action. Therefore, referencing games and alluding to familiar
content in propaganda efforts is a popular means of seeking to facilitate radicalization
processes.
Both video games and gamification therefore fall within the realm of online
propaganda and, potentially, online-radicalization processes. They provide tools for social
interaction, utilize the ‘coolness’ of video games, and afford the opportunity to present
extremist content in a fun and engaging manner. Nevertheless, the use of video games and
gamification elements has received less attention than other factors contributing to
radicalization processes. In the following, an attempt is made at uncovering some of the
mechanisms by which both could support susceptibility to radicalization or facilitate
radicalization processes already underway.
Potential role of gamification in radicalization
Because gamification has only recently come to the forefront of research efforts, the
underlying mechanisms by which gamification operates, its positive and negative effects, as
well as the contexts in which it can be successfully applied, are still contested. Nevertheless, it
is possible to deduce at least three potential ways gamification could facilitate radicalization:
(a) by providing gratification of psychological needs, (b) by gamifying the teaching of
ideology, and (c) by increasing the appeal of extremist tools.
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(a) Gamification can increase user satisfaction and contribute to the gratification of
psychological needs. By far the most used framework in gamification studies is self-
determination theory (van Roy & Zaman, 2019), postulating that gamification can help to
meet three basic psychological needs: feeling competent, feeling autonomous, and
experiencing social relatedness (Sailer et al., 2017). For instance, the ‘PBL-triad’ of points,
badges and leaderboards positively affects the feeling of competency, providing users with
measurable and visible indicators of success. The triad also provides clear and easily
obtainable goals: Users know what they have to achieve in order to receive a new badge or
climb up the leaderboard. Completion of these goals makes users feel good about themselves.
This positive feeling leads to greater likelihood of continued engagement (Hamari, 2017). By
providing external incentives to engage, gamified extremist tools can satisfy basic
psychological needs, which increases the likelihood that users will continue to participate,
thereby normalizing the engagement with extremist content and potentially facilitating
radicalization processes. Gamification also facilitates cognitive-emotional mechanisms
(Mullins & Sabherwal, 2020). By promoting positive emotional reactions such as excitement,
feeling entertained and having fun, gamification can increase attention paid to gamified
content and improve memory retention of it, which could support radicalization processes.
When aided by emotional satisfaction during engagement, extremist content could resonate
with users, be retrieved more easily from memory, and potentially aid radicalization
processes.
(b) During the coming years, gamification is estimated to play an increasingly
important role in educational settings for both children and adult learners (Kingsley &
Grabner-Hagen, 2015). Terrorist organizations have long understood the power of controlling
educational settings and teaching their extremist ideologies to young and old in an appealing
and engaging manner, exemplified, for instance, by ISIS educational app for children but also
educational projects by Hezbollah and ETA (Gramer, 2017; ADL, 2016). Concerning the use
of music, Pieslak writes “when attempting to draw people to radical ideology, do not lead
with the ideology if you can find a more attractive garment in which to dress the message.
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And music provides very fashionable clothes” (Pieslak, 2017, p. 75). The same might be said
about gamification. If one has the opportunity to make ideology accessible to adults and
youngsters in ‘fashionable clothes’, it is preferable to dry modes of instruction. New
technological advances, including gamification, have made a wealth of new opportunities
available to merge educational and entertainment goals. Transmission of ideology has moved
from books and physical training camps, to videos, social media and apps, each time
increasing the potential reach of the message through using tools that engage more users. It is
not unreasonable to assume that further developments will incorporate more gamification
elements to increase user engagement with ideological contents and facilitate radicalization by
making learning of ideological concepts engaging and ‘fun’.
(c) Gamification can increase the social appeal of extremist applications or forums. If
gamified tools would only be another avenue of social interaction, research on social media’s
role in radicalization processes would apply to them. What makes gamification unique is that
it adds an element of friendly competition as well as peer motivation to reach specific goals;
the successful completion of which are visible to other users. Through awarding points or
badges and by affording the opportunity to compare one’s own ranking to others, gamified
applications can increase motivation to engage with extremist content and other users, in
order to improve one’s standing in the group by collecting more virtual points. Higher
rankings provide prestige within the group and increase feelings of competence and
achievement (Sailer et al, 2017). Competition and a sense of achievement may increase the
willingness to engage with extremist content in order to collect even more points.
Gamification can draw ambitious and competitive users deeper within the group processes as
they seek to improve their score board (Robson et al, 2016). If the ‘best’ players are
recognized or rewarded, those on a ‘quest for significance’ (Kruglanski et al, 2019) seeking to
increase their social status could be motivated to engage with the group’s ideology and goals
more thoroughly, thereby increasing the likelihood and progression of radicalization.
Gamification also offers the opportunity to support each other in reaching specific
goals, thereby adding positive social influences and increasing the likelihood of building a
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virtual ‘imagined community’ (Anderson, 1991). Connections to others with similar goals
may not only support behavior change regarding, for instance, working out (Hamari &
Koivisto, 2015), but could also facilitate ‘bunch of guys’-like group processes (Sageman,
2004) by which users support and radicalize each other through their engagement with the
extremist community. Social proof theory, for instance, postulates that humans are more
likely to engage in behaviors when they see others engaged as well (Hamari, 2017). A
gamified virtual community can help make that engagement visible through points and
badges, leading to a higher likelihood of individuals wanting to engage in the same behavior
as their peers and collecting points to become part of the community. Even truly virtual
sociality, such as the interaction with a computer-based companion, has been shown to
increase motivation and facilitate behavior change in the users (Fox & Barnes, 2016). The
social aspect of ‘playing’ together (both against and with each other) can make gamified
applications very appealing for extremist organizations seeking to motivate and engage their
supporters. Gamification elements do not only allow players who seek competition to
compare themselves to their peers, they allow for a community to develop that facilitates
behavior change in all players through social comparison and social support.
The incorporation of gamification in extremist tools is still in its infancy. Nevertheless,
we have witnessed the beginning of a gamification of extremism in recent years. One may
distinguish between top-down gamification, driven and implemented by extremist
organizations, and bottom-up gamification, driven by those already radicalized or currently in
the process of radicalizing. The former is discussed using the example of the Patriot Peer app,
the latter with reference to livestreaming of attacks and individuals envisioning ‘quests’
during their radicalization process.
Top-down gamification
Extremist organizations are proactive agents and can actively gamify their tools to
increase user loyalty, make their applications and forums more engaging, and to facilitate a -
from their perspective - desirable behavior change. Examples of gamification in extremist
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organizations include, for instance, different levels or ranks users can obtain in forums,
reputation meters or virtual badges. One forum even included a “radicalization meter” (Hsu,
2011), a visualization of one’s ‘progress’. As extremists moved from closed forums into the
open, social media and apps are now also being gamified. Ebner (2019) describes that the
Identitarian Movement (Identitäre Bewegung; IB) plans to launch the app Patriot Peer, which
is aimed at connecting like-minded individuals and facilitating networking within the
movement. The more connections one acquires, the more points one gains and the better ones
ranking (Ebner, 2019). Additional points can be obtained by visiting designated cultural
places and taking part in IB events (Prinz, 2017). Some assume that points could also be
earned by disrupting cultural or political events of adversaries or by disturbing the operation
of boats used to rescue refugees in the Mediterranean Sea (Brust, 2018).
Research suggests that the PBL-triad of gamification - points, badges and leaderboards
-, used in Patriot Peer, can increase feelings of competence and need satisfaction in users
(Sailer et al., 2017). Earning points, completing quests and improving one’s ranking, for
instance, can lead to a feeling of greater competency and agency, thereby satisfying important
psychological needs (van Roy & Zaman, 2019). The better one feels ‘playing’ the app and the
higher the psychological satisfaction derived from using it, the greater the likelihood of
sustained or even increased engagement. Gamification can support the development of user
loyalty and thereby facilitate the development of a strong and engaged support base for
extremist groups such as the IB. Affective states can be increased by the use of gamified
applications, including, for instance, excitement when one accomplishes a task or earns a
level-up (Robson et al, 2016). The more fun users experience, the more likely that
engagement will continue. Writing in the context of self-regulation and motivation, Bandura
(1991) explains that “extrinsic incentives can motivate partly by activating personal goals for
progressive improvement” (p. 265). Collecting points and moving up the virtual ranks provide
extrinsic incentives that can facilitate the players engagement by providing extrinsic
motivation to reach specific goals and improve their ranking. This is because “even simple
feedback of progress of trivial extrinsic incentives can enhance performance motivation once
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self-satisfaction becomes invested in the activity. Satisfaction in personal accomplishment
becomes the reward” (Bandura, 1991, p. 265). This may be especially true for players who
score high on self-orientation (Robson et al, 2016) and whose primary goal is their personal
achievement. Gamified elements could support radicalization processes by increasing the time
spend on the app and providing incentives to engage with its content more thoroughly,
thereby increasing exposure to extremist ideas. Through its goal of connecting like-minded
individuals, Patriot Peer also engages players who are not oriented towards themselves but
towards other players (Robson et al, 2016). These players are especially interested in social,
interactive experiences. The social aspect of gamification could increase the emotional
commitment to using the app and may lay the foundation group dynamics such as Sageman’s
(2004) ‘bunch of guys’, especially because the app encourages users to meet face-to-face in
order to earn even more points. By providing both competitive rankings and social
connections, Patriot Peer could speak to both types of players self-oriented and community-
oriented - and facilitate their engagement with the app, its content and its users, which may
increase the chances of facilitating the users’ radicalization processes.
In addition to points and rankings, the game will supposedly contain a “Patriot Radar”
(Brust, 2018), which helps users locate and communicate with other patriots. Some therefore
have characterized the app as a hybrid between Tinder and Pokemon Go (Prinz, 2017); a tool
to find and engage other ‘patriots’, connecting with them and possibly dating them as well as
fulfilling ‘quests’ to earn points by attending designated events or visiting places deemed
culturally important. Gamified elements such as quests can motivate players to keep engaged
and turn the gamified experience into a social event by being able to complete the quests
together or by sharing photos and other evidence of the completion with other players.
According to the developers, the app will be used to turn the “resistance into a game” (Brust,
2018). The inclusion of points, levels and rankings are not new and present minor and rather
simple gamification elements. Nevertheless, the Patriot Peer example shows that extremist
organizations are aware of the benefits of including gamified elements into their propaganda
and networking tools and may, in the future, draw on a range of more sophisticated
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gamification tools such as avatars, journeys, and more nuanced intrinsic and extrinsic rewards
(Rapp, 2017), thereby strengthening the appeal of their applications for users and increasing
engagement with and loyalty to the group.
Bottom-up gamification
Gamification may not only occur because extremist organizations deliberately include
gamified design elements into their social media applications, forums or other tools for
propaganda dissemination and recruitment. It can also occur in a bottom-up manner, driven by
the individuals who are either currently in the process of radicalizing or who have radicalized
and share their actions in a gamified manner. The latter has been observed in multiple recent
attacks, including Christchurch (Macklin, 2019), El Paso (Evans, 2019), and Halle (Ayyadi,
2019). After the attack in Christchurch, for instance, users on 8chan commented on the high
body count the perpetrator ‘achieved’ and expressed a desire to ‘beat his score’ (Evans, 2019).
This is a clear reference to gaming language used in FPS games and suggests that users refer
to imaginary leaderboards when assessing the ‘success’ of shootings. Gamification, in this
case, is taking place organically and in a bottom-up manner as users intuitively turn their
shared experience of observing the shooting into an experience framed in gaming terms.
Perpetrators have gamified their attacks for themselves and those watching. In both
Christchurch and Halle, the extremist perpetrators livestreamed their attacks and commented
on their actions in real time, making references to gaming culture during the events. Watching
livestreams of video games has become increasingly popular within the gaming community.
In April 2018 alone, users have spent more than 128 million hours watching others play the
video game Fortnite on the livestreaming platform Twitch (Bowels, 2018). Livestreaming is a
way for both the perpetrator and the audience to gamify the experience. The perpetrator can
mirror the livestreaming of popular online games, turning the attack into a gamified and ‘fun’
action. This is exemplified, for instance, by the fact that the shooter in Halle, despite being a
native German, conducted parts of his livestream in English. By doing so, he not only
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increased his potential audience but also tapped into livestreaming as an internationally
popular experience (Ayyadi, 2019).
For the audience, the livestreams enable social engagement and interactive
communication about the stream in real time. Just as the gaming community actively
discusses livestreams of video games, observers can actively engage with the livestream of
the attack. Streaming resonates with those with prior exposure to gaming contents as it offers
the familiar visuals and modes of interaction. In other words, a familiarity in the form of
messaging can make livestreams of attacks appealing to those belonging to the gaming
community (see Schlegel, 2017 for a discussion of familiarity in online communication).
Livestreams gratify certain social-cognitive and affective needs, including the need to escape
reality, not only for the ‘players’ themselves but for the observers (Sjöblom & Hamari, 2017),
making it an appealing tool for propagandistic purposes. Livestreams can turn attacks into
gamified experiences by using visual imagery consistent with the mainstream gaming
community and offering space for interactive engagement with the content of the stream in
real-time. This is likely to be driven bottom-up by the perpetrators, not only to reach a larger
audience and increase their ‘celebrity status’, but because they are used to the gamified
experiences they now mirror in the real world.
Livestreaming turns attacks into a gamified experience for the perpetrator and the
audience. This gamification is self-driven by the attackers and presents the end point of a
radicalization process. However, bottom-up gamification can also occur at earlier stages in the
radicalization process. For instance, in 2016 a group of young men from Rochdale, UK,
interacted with each other through a WhatsApp group (McDonald, 2018). They were in the
process of jihadist radicalization and gamified they experience by conducting ‘raids’ against
individuals they perceived as ‘sorcerers’. They tracked them, took surveillance photos of
them, photographed themselves with jihadist symbols in places the person had been
photographed before, and shared their pictures with each other in the WhatsApp group; almost
engaging in a sort of ‘geocaching’ with a jihadist appeal. However, the groups’ actions did not
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end there. They also conducted ‘raids’, which included breaking into houses and stealing
‘black magic’ objects.
Raids are a popular element within video games such as WoW. During a raid, players
break into a dungeon, defeat an adversary such as a sorcerer, and collect points and valuable
assets such as armor as a reward for completing the ‘quest’ successfully. This is what the
group enacted in real life when they stole items from the ‘sorcerer’s ‘dungeon’ (house). The
young men from Rochdale gamified their own radicalization experience by conducting raids
they knew from video games and collecting peer recognition as well as social standing as
rewards for their actions. They transferred their experiences with games and popular culture
into the real world to gamify a context traditionally regarded in non-gaming terms. The
‘quests’ they completed, such as stealing a book, helped them progress further towards
becoming fully radicalized and culminated in the death of one of the alleged ‘sorcerers’
(McDonald, 2018). This case also illustrates the importance of the feeling of community and
the social relations gamification can facilitate. In WoW, it is in the context of guilds that
players execute raids of dungeons and, as research has shown, the social aspect of gaming is
very important for a large number of players (Rapp, 2017). The young men combined highly
social activities, namely social media communications and photo sharing on WhatsApp, with
elements of gamification such as raids and quests, without being instructed or encouraged to
do so. It was an organic, bottom-up gamification of Sageman’s ‘bunch of guys’ (2004; 2008)
radicalizing together and each other.
As we have seen, some elements of gamification have appeared in contemporary
extremist and terrorist actions originating in both top-down and bottom-up fashion. The
widespread application of gamified elements in non-gaming contexts is still in its infancy, but
it is not unreasonable to assume that more gamified elements will be used for propaganda and
radicalization purposes as gamification becomes more widespread. It is not unlikely that
gamification will become a more important element of extremist social media apps and other
tools as its positive effects, for instance on engagement, become more obvious and more well
known. It is also likely that gamification will move from the application of rather simple
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elements such as the PBL-triad to more sophisticated gamified elements (Rapp, 2017), e.g.
personal narratives and virtual companionship (Fox & Barnes, 2016).
Games as facilitators of radicalization
In addition to facilitating radicalization by applying game-like elements in non-gaming
contexts, it could also be facilitated by casual games. Recent years have seen an increasing
focus on the radicalization and recruitment of teenagers and children. For instance, in 2016 a
12-year-old was arrested in Germany for planning a bombing attack at a Christmas market
(Die Welt, 2018), and in 2015 a 14-year-old was arrested in the UK for acting as the ‘puppet
master’ for a planned attack in Australia (Scaife, 2017). The extremists’ target audience
becomes increasingly younger and part of the effort to utilize this potential is by using some
form of ‘play’. But gaming is not only entertainment for minors (Quandt et al, 2009) and
while sometimes referred to as a ‘subculture’ (Harrison et al, 2017; Meikle & Wade, 2015;
Gubagaras et al, 2008), video games are more adequately classified as elements of
mainstream culture as 1/3 of the world’s population, almost 2.5 billion people, played video
games in 2019 (FinancesOnline, 2020). These numbers suggest that games, including violent
FPS games, are familiar points of reference for a large amount of people and therefore an
appealing tool for extremist propaganda dissemination (Bourke, 2014; Kang, 2014) but also
signaling activities, including to position themselves against other non-state actor adversaries
such as Hezbollah’s FPS game letting the player fight against ISIS (Rose, 2018). Beyond their
natural appeal as social practices of ‘play’, games may facilitate (susceptibility to)
radicalization in a number of ways. In the following, moral disengagement, familiarity, self-
efficacy and retropian appeal are briefly introduced, but much more elaborate research is
needed on these and other themes.
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Moral disengagement and desensitization
It has long been postulated that dehumanizing language and moral disengagement
mechanisms can facilitate violent behavior and played an important role in the perpetration of
mass atrocities such as the holocaust or the genocide in Rwanda (Mukimbiri, 2005). Most
people have a relatively stable moral compass and do not normally engage in violence.
However, moral reasoning is selectively activated and can be deactivated through a variety of
psychological mechanisms (Bandura, 1990) to make the exercise of violence easier. While
dehumanization is often understood as changing the perception of the victim of violence,
Bandura’s (2018) description of moral disengagement also includes euphemistic labeling,
diffusion of responsibility, distorting the effects of violence and advantageous comparison
with the enemy, which points to moral disengagement as also transforming perceptions of
violence itself. Therefore, his theory remains applicable to both individual and collective
violence despite recent critiques that dehumanization as a victim-centered process may not
increase the potential for violence (Lang, 2020). Bandura has shown that proneness to moral
disengagement predicts criminal acts, including the exercise of violence (Bandura, 1999).
Moral justifications for violence and the mechanisms Bandura described are often utilized by
extremist organizations, including the dehumanization of (potential) victims (Koomen & van
der Pligt, 2017), the displacement of responsibility - for instance, on Allah (Bandura, 2002b)-,
advantageous comparison and other linguistic strategies (Windsor, 2018).
Rather unsurprisingly, many popular FPS games make extensive use of the
mechanisms of moral disengagement. These include advantageous comparison by setting the
background story in such a way that the ‘enemy’ has perpetrated outrageous atrocities while
the retaliatory violence exercised by the player is tame in comparison and only used to restore
justice or prevent greater evil, as well as the distortion of consequences by sanitized
portrayals” (Hartman et al, 2014, p. 314) of killing while at the same time making
dehumanization more vivid by increasingly realistic graphics, which have a higher impact on
players than less sophisticated graphic displays of violence (Hartman et al, 2014). In other
words, while the games are increasingly realistic in graphic portrayals of, for instance, ‘cool’
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fight scenes and detailed weaponry, the consequences of violence are sanitized and distorted,
for instance by bodies disappearing after having been killed or an unrealistic display of
injuries. These properties of video games, especially FPS games, support moral
disengagement practices in the player. Research has shown that violent games affect players
in various ways. Short-term exposure to violent video games, for instance, can lead to the
reduction of neurological (Engelhardt et al, 2011), cognitive, emotional and behavioral
responses to violent stimuli (Brockmyer, 2015); in short, it leads to a habituation (Grizzard et
al, 2014) and desensitization to violence, which can reduce empathy (Funk et al, 2004).
Long-term exposure has an even more pronounced effect, reducing, for instance, the reaction
to everyday violence by making it seem ‘lame’ in comparison to the actions of avatars in
video games (Greitemeyer, 2014).
It has been shown that values, perceptions, and perceived sanctions of transgressive or
violent behavior are influenced by repeated exposure to models on TV depicting such values
or behaviors (Bandura, 2001). Games may have an even stronger effect on moral
disengagement than watching TV or movies, because players are actively engaged and can
become immersed into the story by identifying with the characters of the game (Brockmyer,
2015). Killing is made to appear exciting, fun and ’clean’ by distorting the consequences of
violence and rewarding players for their engagement in violent deeds. This is one of the
reasons the US army uses video games to desensitize soldiers during training (Funk et al,
2003). While it is unlikely that the moral disengagement mechanisms in video games can be
causally linked to the adherence to extremist ideologies, these games could make players
more susceptible to radicalization through habituation to violent content. Moral
disengagement is selectively activated, and games enable players to ‘practice’ such
disengagement and link it to entertainment, heroism, and rewards. Through increased
interactivity and the personalization of avatars (Lin, 2013), players can strongly identify with
the game’s characters and their goals, potentially generating callousness to (the exercise of)
real-world violence (Greitemeyer, 2014). Players of such games are already familiar with
violent content and are accustomed to cognitive moral disengagement, which might increase
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their susceptibility to similar extremist content and contribute to a habitual understanding of
violence that could be taken advantage of by recruiters as it arguable already has in relation to
the recruitment of former criminals (Ilan & Sandberg, 2019).
Familiarity and pop culture
Video games are so widely played across the globe that they are part of popular
culture, transcending linguistic and cultural differences and evoking feelings of familiarity in
a large portion of youngsters and adults. Albeit their often backward-looking ideology and
nostalgic longing for the past, both contemporary jihadist and right-wing extremist groups are,
fundamentally, products of modernity and have utilized references to pop culture in the
framing of propaganda elements. Various ways in which jihadists have utilized pop culture
frames have been uncovered, including choosing nicknames such as Irhabi 007 [Terrorist
007] alluding to widely-known MI6 agent James Bond, “MTV Jihadism” (Stenersen, p.123)
mirroring the styles of Western music videos, or copying the style of FPS game
advertisements, seeking to utilize the ‘coolness’ of video games for recruitment purposes
(Ostovar, 2017). Clearly, popular culture is an important point of reference and increases the
appeal of propaganda material.
Utilizing familiar gaming imagery and practice in propaganda efforts may increase
(susceptibility to) radicalization processes as familiar frames are more likely to resonate with
the consumers of propaganda and create a feeling of familiarity and belonging. Familiarity in
messaging and similarity to the messenger can facilitate the resonance of extremist narratives.
We are more inclined to adhere to messages framed in familiar terms and communicated via
familiar media. Because video games are so popular and widespread, games - like TV
(Bandura, 2001) - are important tools of mass communication capable of transmitting systems
of belief to wide audiences. Especially in the digital world, content made by digital natives for
digital natives (Prensky, 2001) can increase the likelihood of not only believing the message
but identifying with it, marking the first step to the construction of a virtual community and a
feeling of belonging (Schlegel, 2017). In a similar vein, content made by gamers for gamers
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colored by ideological beliefs can increase the resonance of this content and the identification
with the narratives underlying the game’s story. It has already been shown that mass
communication tools can influence beliefs. For instance, the acceptance of rape myths
increased after playing games including the sexual objectification of women (Beck et al,
2012) and there are TV programs successfully changing people’s beliefs and behavior in the
field of health or gender relations (Bandura, 2018). The influence of games on beliefs takes
place subconsciously: Users engage in a fun and emotionally stimulating activity they are
familiar with and think of as ‘cool’ while almost incidentally engaging with ideological
messages. This can reduce the resistance users might have shown to methods where
persuasion tactics are obvious and potentially increase susceptibility to radicalization efforts.
Self-perception and self-efficacy
Research on narratives has shown that identification with the characters displayed in
stories is an essential part of narrative persuasion (Braddock & Horgan, 2016). Stories are
perceived as captivating and resonate with people if they can relate and empathize with one or
more characters and understand their goals; a truly human capacity embodied in the ‘theory of
mind’ (Cobley, 2014). Psychological research has recently discovered that stories resonate
even on a neurological level: When we read about someone running through a dark forest, our
brains are more active in the areas responsible for running and seeing in the dark (Cavanagh,
2019). On a neurological and psychological level, identification with characters in fictional
stories transmitted through various types of media takes place, which increases retention and
resonance of the story’s content.
(Self-) identification processes can also take place in video games (Guegan et al,
2015). Some individuals seem to identify with the broader settings of the FPS games they
play. For instance, the Columbine shooters stated on the audio tape they recorded prior to the
attack that “it’s [the attack] going to be like fucking Doom (McDonald, 2018, p. 101),
anticipating their future actions in relation to the context of the popular game Doom and
believing that “they will undertake a story in which they are the lead characters” (McDonald,
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2018, p. 101). Other individuals may not only identify with the setting of the game but
specifically with the characters they play. Today’s games are immersing players more
effectively, because identification with characters is stronger due to technical advances such
as avatar customization (Fischer et al, 2010; Jenson et al, 2015) and increasingly realistic,
interactive gameplay. Avatars are often constructed as idealized versions of the self one
aspires to be (Ducheneaut et al, 2009). If this is the case, identification with the actions and
goals of the avatar are more likely as they are perceived as better version of the self. The
higher the degree of this identification with the avatars, the higher the potential for violence if
the game has a violent content (Lin, 2013), because it causes a “temporal shift of players’
self-perception” (Klimmt et al, 2009, p. 351) and they become the avatar, with all the goals
and actions associated with it.
However, it is not only the identification with violent deeds of characters that can
facilitate susceptibility to radicalization but also the growth in perceived self-efficacy derived
from such identification. Self-efficacy is the most central mechanism of human agency
(Bandura & Locke, 2003) and “is concerned with people’s beliefs in their capabilities to
produce given attainments” (Bandura, 2012, p. 15). Self-efficacy has proven to be a reliable
concept for the study of various behavioral contexts (Bandura, 1997), including radicalization
processes (Schlegel, 2019). Self-efficacy is increased, for example, by both mastery and
vicarious experiences, that is, by acting ourselves and by observing the actions of others
(Bandura, 2012). Video games are a hybrid between these two factors: players actively
engage in violent actions, yet the experiences are vicarious as only the avatars they identify
with transform pressing a button into a virtual violent deed. Increasingly realistic graphics,
avatar personalization and interactivity that empowers perceptions of agency, make games
social practices that can enhance self-efficacy beliefs, which may be transported to the offline
realm. Players are rehearsing aggressive cognitive scripts (Comstock & Scharrer, 2005)
during gameplay and because they identify to such a large degree with the avatar, games can
provide the cognitive simulation needed to enhance self-efficacy beliefs and the drive to take
action (Bandura, 1989). In short, because players have complete control over their avatars’
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actions and identify with them, the cognitive scripts practiced in the context of the game can
translate into the offline sphere. Video games might facilitate violent radicalization because
personalized avatars enable players to engage in virtual mastery experiences - cognitive
practices of violent acts -, which could increase their perceived self-efficacy in relation to
violence in the offline world. Therefore, repeated exposure to violent games may not only
desensitize to violence and facilitate moral disengagement, it may translate into increased
self-efficacy beliefs, which in turn increase the likelihood of believing in one’s own agency to
take violent action. This increased self-efficacy can then lead to greater confidence in being
able to take violent action, potentially contributing to radicalization process (Schlegel, 2019).
History, heroism and ‘when life mattered’
Many contemporary extremist movements advocate a ‘retropian’ vision (Bauman,
2018); that is, a return to a glorified past, which may or may not be an accurate representation
of history. In fact, it is unimportant whether the past was as glorious as it is presented as long
as the ‘collective illusion’ (Bandura, 2001) is believable and the social imaginary upheld by
the group constructs the past as a nostalgic era one should aspire to return to, because back
then ‘life mattered’ (Hong, 2015), family traditions were upheld and heroic, hyper-masculine
warriors were still respected (Kolvraa, 2019). Seen in this light, contemporary extremist
movements are closely related to and seek to utilize the ‘quest for significance’ (Kruglanski et
al, 2019); the longing to matter not only here and now but to return to a whole era of
significance depicted in the retropian vision. These retropian collective illusions are
transmitted through very modern media communication tools such as social media
applications, leading some to speak of a ‘paradoxical conflation’ of longing for a past that
existed centuries ago with the digitalized experience of everyday life (Atwan, 2015). Video
games too can transmit such retropian visions and facilitate the normalization of a nostalgic
yearning for a return to a time when, supposedly, the world was still as it should be.
Hong (2015) postulates that we live in an “age of simulation” (p.36), during which
generations of youngsters are exposed to heroic events and mythology primarily through
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games. Games often create visions of a heroic past, during which ‘life mattered’ and no new
avenues for ‘quests of significance’ were needed, because one was significant if only heroic
enough to fight. These visions, Hong argues, do not need to be accurate, just ‘real enough’ so
that “we are able to play as if we believe this could have been real” (p. 37). Games have the
power to change the players’ perception of reality; they are social practices requiring players
to engage with the demarcation between the real, the imagined and the ‘real enough’ in
between. They can therefore immerse players in imaginary yet ‘real enough’ worlds and
communicate the visions of retropia or evoking nostalgia for an era ‘when life mattered’,
thereby normalizing an important aspect of contemporary extremist propaganda and
potentially setting the stage for a ‘quest of significance’ in the real world to (re-) establish this
past. Through the increasingly realistic and interactive design of games, players can become
immersed into and directly experience the retropian visions advocated by extremist
organizations, which may present a strong motivational force to return to such a glorious past.
That the barriers between the imaginary realm of games and behavior in the real world
are fading is not only a theoretical possibility. Not only can games offer “a feeling of power in
a powerless situation, a sense of structure in a chaotic environment” (McGonigal, 2011, p.6),
they can shape perception of and behavior within that environment. Wagner (2012) argues
that contemporary religious clashes attest to believers ‘playing’ religion like a FPS game.
Video games, she argues, mirror and express cultural changes and provide us with
‘interpretive maps’ (p.182) or ‘temporal algorithmic order’ (p.195) of how to organize reality
and, by extension, religion. Religious behavior, including religious-inspired violence, is
linked to a Manichean view of life with clear instructions of who is friend and who is foe, and
the intense agency FPS games provide, making the individual (as opposed to authority
figures) feel powerful, chosen and capable to act. Both games and contemporary religious
practice advocate for individual agency and responsibility to fight evil, making the barrier
between the two porous. Similarly to the quest of significance theory of radicalization
(Kruglanski et al, 2019), Wagner (2012) writes “the tendency to play religion as a game is a
direct result of the need for purpose (...) Attempts to deal with postmodern chaos of belief can
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be terrifying and thus may at times result in angry retrenchment into dualistic game-like
patterns of interpersonal encounter” (p.191, emphasis mine). Games, therefore, can not only
immerse players in retropian stories and familiarize them with narratives of ‘when life
mattered’, but can facilitate Manichean perceptions of the world while simultaneously
strengthen individual agency to act. It has been shown that beliefs can be disseminated and
changed through mass media such as TV programs (Bandura, 2001), and because games
require the active involvement of players, they may be even more successful in doing so as
players identify with their avatars and boost the belief in their own agency by navigating
games successfully (Duchenaut et al, 2009; Lin, 2013; Fischer et al, 2013). Video games with
extremist content may play a part in facilitating susceptibility to radicalization by
familiarizing individuals with narrative structures, such as a return to a glorified past, the
importance of individual agency and the individual capability (if not duty) to fight evil,
advocated by many contemporary extremist movements.
Cautions and limitations
Radicalization, whether it takes place online or offline, is a multifaceted phenomenon unique
to each individual case. Therefore, it is difficult to establish the relative weight of the various
factors facilitating and driving radicalization processes. Naturally, an exploration of a specific
factor such as games and gamification, must be read with caution. It is not possible to
determine the relative importance of gaming elements in radicalization and the article should
be read as a Weberian ideal type analysis highlighting a single factor rather than providing a
comprehensive account of radicalization. Current research is inconclusive in linking games to
aggression or violent behavior and the field of gamification research is so young that our
knowledge about the specific mechanisms and conditions under which gamification operates
and its influence relative to other factors aimed at increasing engagement, must be regarded as
limited. Given that it is already difficult to establish causality between violent games and
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aggression, an empirically robust causality between playing games and radicalization cannot
be established at this point.
This article, like so many others in extremism studies, suffers from lack of primary
data. Large parts of the analysis are based on the theoretical application of findings acquired
during research unrelated to the study of extremism and radicalization processes. For instance,
showing a short-term increase in aggression after playing a video game in an experimental
setting is far removed from correlating video games to the adoption of an extremist
worldview, much less perpetrating an act of terrorism. We need to be careful not to treat
evidence of low-level aggression as automatically applicable to an explanation of behavioral
radicalization and be critical of the validity of generalizing from experimental contexts to real
world violence. Human behavior is so “richly contextualized and conditionally expressed”
(Bandura, 2002a, p.276) that it is impossible to conclude that games and/or gamification by
themselves facilitate radicalization. Games and gamification have been used for quite some
time by extremist organizations, but we are only beginning to understand their potential
influence on radicalization. Further research is needed to back up the theoretical claims made
in this work and increase the amount of empirical data - such as in-depth analyses of games
and gamified social media applications - in order to develop a stronger basis upon which to
judge the role of games and gamification in radicalization processes.
Notwithstanding these methodological limitations, the discussion above is of value.
Games and gamification are increasingly being used by extremist organizations and it is
reasonable to assume that both tools will become more prominent in the years to come.
Gamification is only starting to be applied widely for various purposes and it is likely that
once its benefits are more rigorously established and social media users become acquainted to
it, extremist organizations will pay even closer attention to how they could utilize
gamification for their own goals. Games too are popular with a large audience and have
moved from the realm of individual entertainment to a tool of social engagement, available
not only via computers but on smartphones and other handheld devices, increasing the
opportunities games present to extremist organizations. It is therefore necessary for the
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research community to engage with games and gamification and their relation to
radicalization processes both theoretically and empirically in the future.
Conclusion
Both gamification and video games have the potential to influence radicalization processes.
Top-down as well as bottom-up gamification have already been observed in relation to
extremism, attesting to the increasing prominence gamified elements have for the
development of tools by extremist organizations, such as the Patriot Peer app, for extremist
violence as a gamified ‘performance’ via livestreaming and for individual radicalization
processes, exemplified by the young men ‘raiding the sorcerer's dungeon’ during their
radicalization process. Video games too may increase susceptibility to radicalization by
desensitizing individuals to violence, helping them ‘practice’ moral disengagement,
increasing the appeal and resonance of propaganda material by familiar imagery and
references to gaming culture, supporting the growth of self-efficacy beliefs in relation to
violent deeds, and by immersing players in narratives of a time ‘when life mattered’, thereby
familiarizing them with a certain outlook on the world potentially capable of inspiring actions
in the offline realm.
Due to spatial constraints many ways in which games and gamified elements could
facilitate radicalization have only been touched upon in this article. Bottom-up and top-down
gamification as well as the role of games in desensitization to extremist violence, the use of
familiar pop culture imagery, self-efficacy, the ‘when life mattered’ theme and others, can and
should be researched in more depth in relation to radicalization processes. To this end,
research collaborations between, for instance, scholars of game design, Internet sociology,
computer interaction with human behavior, advertising, digital education or the
technologization of social life more generally, with experts on radicalization and extremism
would be fruitful. Additionally, while the present article was focused on gamification and
casual games used primarily for entertainment, a discussion of the potential role of serious
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games, played with the intent of acquiring or improving a skill, not only in radicalization
processes but for recruitment and training purposes is to be encouraged. If games and/or
gamification would prove to be useful tools in facilitating (susceptibility to) radicalization, the
possibilities of mirroring these elements in de-radicalization programs also deserve attention.
Games and gamified elements do not by themselves give rise to radicalization
processes, but both can draw players in, immerse them more tightly within extremist
communities, cause increased engagement and identification with extremist content and, like
Jumanji, provide a gateway or “a game for those who seek to find a way to leave their world
behind”. Much like when playing Jumanji, these gaming elements can influence the players’
perception of reality, advocating the illusion they can become (or rather, come to mirror) the
avatars they have chosen to represent themselves in the game. With new technological
possibilities such as improved virtual reality tools and their increasingly widespread
application in everyday lives, games and gamification may become more important in the
future; for societies as a whole and extremist organizations within them.
Linda Schlegel: Jumanji Extremism? How games and gamification could facilitate
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About the JD Journal for Deradicalization
The JD Journal for Deradicalization is the world’s only peer reviewed periodical for the
theory and practice of deradicalization with a wide international audience. Named an
“essential journal of our times” (Cheryl LaGuardia, Harvard University) the JD’s editorial
board of expert advisors includes some of the most renowned scholars in the field of
deradicalization studies, such as Prof. Dr. John G. Horgan (Georgia State University); Prof.
Dr. Tore Bjørgo (Norwegian Police University College); Prof. Dr. Mark Dechesne (Leiden
University); Prof. Dr. Cynthia Miller-Idriss (American University Washington); Prof. Dr.
Julie Chernov Hwang (Goucher College); Prof. Dr. Marco Lombardi, (Università Cattolica
del Sacro Cuore Milano); Dr. Paul Jackson (University of Northampton); Professor Michael
Freeden, (University of Nottingham); Professor Hamed El-Sa'id (Manchester Metropolitan
University); Prof. Sadeq Rahimi (University of Saskatchewan, Harvard Medical School), Dr.
Omar Ashour (University of Exeter), Prof. Neil Ferguson (Liverpool Hope University), Prof.
Sarah Marsden (Lancaster University), Dr. Kurt Braddock (Pennsylvania State University),
Dr. Michael J. Williams (Georgia State University), and Dr. Aaron Y. Zelin (Washington
Institute for Near East Policy), Prof. Dr. Adrian Cherney (University of Queensland).
For more information please see: www.journal-derad.com
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Editor in Chief: Daniel Koehler
... Gamers, who typically represent a younger demographic, are often prime targets for global terrorist recruitment (Lamphere-Englund and White, 2023). Both far-right extremists and violent jihadist groups have been known to recruit members via gaming platforms, create propaganda within gaming environments and even develop bespoke games (Schlegel, 2020). The pervasive presence of terrorist content online, combined with targeted recruitment efforts by terrorist groups through social media and gaming platforms, has lowered the barriers to entry for young individuals to become involved in terrorism. ...
... In terms of specific platforms/applications, those aged "20 and under" were most likely to have used forums or chatrooms within the context of their offending. This provides support for the assertion that gaming forums and private chatrooms are among the most used platforms to introduce teenagers to extremist ideas and content (Lakhani et al., 2022;Schlegel, 2020). ...
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Purpose Against a backdrop of an increasingly younger terrorist cohort within His Majesty’s Prison and Probation Service, this study aims to explore the relationship between age and various Extremism Risk Guidance 22+ (ERG22+) assessment outcomes. Design/methodology/approach A database of 490 individuals was developed by coding content of ERG22+ reports from 2010 to 2021, equating to nearly all cases in England and Wales across this time period. Socio-demographic information, offending histories, online activities and risk factors were coded for all individuals. This study focuses on 465 individuals convicted of terrorist/terrorist-related offending, with statistical analyses used to compare three age groups: “20 and under” (61 cases), 21–25 (133 cases) and “26 and over” (271 cases). Findings Significant associations were found between presence of certain behaviours/characteristics and age groups. For those aged 20 and under, a heightened propensity for excitement, comradeship and adventure, along with greater susceptibility to influence and need for status were generally key to offending pathways, with a diminished likelihood of a prior criminal history. Of the three ERG22+ dimensions, findings indicate a weak but significant negative correlation between age and engagement levels. Practical implications Recommendations include ensuring extremism risk assessments reflect age-specific behaviours and tendencies, that interventions are tailored to address common age-related vulnerabilities, and the need for age-specific policies to support and manage children and young adults within the counter-terrorism space. Originality/value These novel findings point towards notable developmental milestones in adolescence, affecting behavioural tendencies and risk. This underscores the importance of age as a determinant when interpreting extremism risk assessments.
... No âmbito da própria produção de games extremistas, autores como Fizek e Dippel (2020) discutem a gamificação de conteúdo que é feita de atentados terroristas cometidos por indivíduos da alt-right e da extrema direita. A gamificação se refere ao uso de elementos típicos do design de jogos em contextos não relacionados aos jogos -como a implementação de objetivos claros, de esquema de pontos relacionados ao cumprimento de atividades e de placares em ambientes educacionais, laborais e comerciais -com a intenção de tornar os produtos e serviços gamificados mais divertidos e aumentar a motivação para engajar dos usuários, melhorando a experiência desse público (Deterding et al., 2011 (Schlegel, 2020), como a ideia de competição, uma lógica centrada na conquista de objetivos (como o número vítimas) e a perspectiva em primeira pessoa das gravações, combinado com live streaming dos ataques. ...
... mente acionadas por extremistas: o design e produção dos próprios jogos, a modificação de jogos não-extremistas já existentes (prática chamada de modding), o uso das funções de chat para comunicação durante jogos, o uso de plataformas adjacentes (Discord, Twitch, Steam etc.) e referências de jogos ou do ato de jogar dentro de propaganda extremista.Schlegel (2020) também faz referência ao uso de elementos de videogames em materiais de propaganda extremista, apontando que esses recursos aumentam a susceptibilidade do processo de radicalização, pois causam maior identificação e sentimentos de afinidade e pertencimento com as narrativas divulgadas.Mussa(2019)aponta para uma das práticas bastante uti ...
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Videogames are one of the most popular and relevant types of media today, driving a multi-million dollar global industry and instrumentalizing social, political and cultural issues. However, there is a constant and growing presence of hate speech and harassment in online gaming environments. This study aims to carry out a systematic literature review through an electronic search of articles in databases, using the recommendations of the PRISMA 2020 protocol, focusing on the interactions between far-right movements and the videogame culture and gamer communities, and the influences of this extremist discourse in these contexts. It was possible to observe recurring questions about the history of the video game industry, forms of recruitment and radicalization in gamer spaces, community involvement with far-right agents and ideologies, and practices of appropriation and use of characteristics specific to video games or its community in the propagation of extremist discourses.
... Both Islamist (Mahmoud, 2022;Lakomy, 2019;Winkler, 2024) and right-wing extremist actors (Wells et al., 2024;Prinz, 2024) do so in various ways, including by producing bespoke propaganda games (Robinson and Whittaker, 2021), exploiting existing games by developing modifications or seeking to make use of in-game communication features 6 https://gamebanana.com (Radicalisation Awareness Network, 2021;Kowert et al., 2022), using gaming and gaming-adjacent digital platforms such as Steam, Discord 7 , Twitch 8 , and Roblox 9 (Schlegel, 2021c;Anti-Defamation League, 2020;Davey, 2021Moonshot, 2024;, appropriating video game references and aesthetics (Kingdon, 2023Dauber et al., 2019), as well as implementing gamification elements (Schlegel, 2020(Schlegel, , 2021a(Schlegel, , 2021bLakhani, 2024). ...
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The last 4 years have seen a stark increase in research on extremist activities in digital gaming spaces, particularly on gaming- and gaming-adjacent platforms. However, one area that has not received much attention so far are mod forums. While a large number of mods with hateful content have been created over the last two decades, the forums used to disseminate and discuss such mods have not yet been examined by extremism researchers. Considering the popularity of modding and mod forums among gaming communities, this is a crucial gap in our current understanding of extremist activities in digital gaming spaces. In an effort to address this research gap, this article offers an exploratory analysis of hateful and extremist posts on the popular mod forum Mod DB, including right-wing extremist, jihadist, antisemitic and mixed-ideology content. We seek to provide a preliminary glimpse into this under-researched digital space, complementing existing research on extremist activities on other gaming (−adjacent) platforms. Our research thereby broadens the current state of knowledge regarding the various gaming-related platforms frequented by extremist actors and radicalized individuals and contributes new insights about a thus far under-explored digital space.
... Esta distinción entre personaje y avatar plantearía la clásica visión de que la belleza está en el interior, o que lo que importa es lo que hay dentro de las personas y no fuera. Un caso más singular se da cuando el avatar es de otro sexo al real, como ocurre en Jumanji: siguiente nivel (2019) o en el capítulo Striking Vipers de la serie Black Mirror (Chrifi y Fátima, 2023;Dalmasso, 2020;Schlegel, 2020;Slade, 2019;Valhondo Crego, 2020;Vizzini y Drumheller, 2020). Mientras que en el primer ejemplo esta diferencia de sexos sirve de manera general como un recurso cómico (por ejemplo, una de ellas es un hombre dentro de Jumanji y no sabe cómo orinar), en Striking Vipers se emplea para desarrollar el tema afectivo-sexual y, especialmente, el de identidad y orientación sexual, pues dos amigos en la realidad mantienen relaciones heterosexuales dentro del videojuego (el avatar de uno de ellos es una chica). ...
Article
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En las últimas décadas los avatares han sido empleados cada vez más dentro del ámbito cinematográfico. Es por ello que esta investigación tiene como objetivo analizar los diferentes tipos de avatares y presentar una taxonomía que sirva de referencia para categorizar sus diversos usos e implicaciones en la narratología y los personajes. Se seleccionaron más de cincuenta películas y se realizó un análisis fílmico de carácter temático discursivo. Tras una previa distinción básica respecto a la dualidad cuerpo-mente para entender el concepto de avatar aplicado, los resultados apuntan a tres principios o factores. El primero es el grado de divergencia entre mundos o contextos entre el personaje y el avatar, el segundo es el grado de existencia o conciencia propia del avatar y, el tercero, el grado de diferenciación psicofísica entre personaje y avatar. Se observa que el hecho de que estos niveles sean altos, bajos o nulos, conlleva diferentes implicaciones dentro de los filmes que afectan a los personajes, sus tramas e, incluso, a las posibles temáticas propuestas tanto principales como secundarias. Se termina ejemplificando el uso de esta taxonomía y se concluye que puede ser de utilidad y referencia para futuras categorizaciones y empleo de los avatares dentro del amplio e innovador universo cinematográfico.
... IS has been at the forefront of this trend, using footage of CoD in its propaganda videos and employing helmet cameras to recreate the popular first-person shooter game perspective, in which players view the world through the eyes of their avatar, often seeing merely the hands holding the weapon rather than the whole body. 500 Similarly, several right-wing extremist attackers appropriated this visual style during their livestreamed attacks and the Halle perpetrator allegedly addressed the viewers of his livestream as if he was commenting on a video game. 501 Both jihadists and right-wing extremists have also spread video-game related memes and screenshots online. ...
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The video games industry in Europe has undergone significant transformations over the past five decades, evolving from a simple form of entertainment to a multifaceted economic powerhouse. This evolution reflects not only technological advancements but also changes in consumer behaviour and market dynamics. The industry's growth has positioned it as a major player in the global economy, with global revenues generated by players estimated at around USD 187 billion in 2024.2 The video games industry shares core professions with other creative sectors, such as design and development (studios), financing and production (publishers), and distribution. Its unique value chain is characterised by the fact that it integrates technological elements to the creative ones, such as console manufacture and software publishing for the development of game engines. This interplay has led to the emergence of major players in both European and global markets. The industry is now highly segmented, with a wide variety of genres, platforms, and economic models, with mobile gaming emerging as a dominant revenue-generating force alongside traditional console and PC gaming. Technological progress has driven the video games industry's evolution, from early consoles in the 1970s to modern developments like real-time 3D graphics, online multiplayer, and mobile gaming. The industry is now segmented by game genres—such as strategy, adventure, role-playing, and sports—and by support, ranging from consoles to mobile gaming. Economic models have also diversified, with free-to-play and subscription models complementing traditional one-off purchase systems. The rise of free-to-play models has reshaped revenue strategies, emphasising player retention over initial sales, and expanding the audience beyond traditional gamers. Various factors also suggest that the video games sector is subject to significant volatility. These range from regulatory changes, including the introduction of video game tax credits, such as in Canada and France, to retain talents and remain competitive; technological advancements, such as Games as a Service (GaaS) which have changed revenue models and game design; and market shifts, with the rise of cloud gaming services of major tech companies, followed by a period of significant acquisitions. Specific challenges include regulatory scrutiny of some economic models, such as hypercasual games and loot boxes, and government intervention, such as China's restrictions on the use of video games, impacting major companies like Tencent and NetEase. These factors highlight the industry's sensitivity to external forces and its rapid evolution in response to technological, regulatory, and market changes.
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The monograph aims to assess the role of communication provision in the antiterrorism activities of the European Union from 2001 to the present. To do this, it was necessary to identify the main features of communication provision and formulate its scientifically based definition. The author analyzes the communication aspect of three branches of terrorism – far-left, far-right and quasi-religious, and also identifies the threat of using artificial intelligence in the psychological manipulation of terrorists. Main result of the study is an assessment of the nature of communication provision for the work of EU antiterrorism agencies. The monograph includes updated and supplemented results of the author’s dissertation research for the degree of Doctor of Political Sciences «The role of communication provision in the antiterrorist activities of the European Union».
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Der vorliegende Beitrag untersucht die subjektiven Theorien von Lehrenden an den Zentren und Instituten für Islamische Theologie in Bezug auf das Radikalisierungspotenzial digitaler Medien sowie auf das diesbezügliche Deradikalisierungspotenzial des islamischen Religionsunterrichts. Im Rahmen des Projekts UWIT wurden hierzuqualitative Interviews mit 26 Lehrenden aus den Studiengängen der Islamischen Theologie an elf der 13 Hochschulstandorte in Deutschland geführt. Diese Lehrenden bilden u. a. zukünftige Religionslehrer:innen für den islamischen Religionsunterricht sowie islamische Theolog:innen aus. Die subjektiven Theorien dieser Lehrenden sind besonders relevant, da sie empirisch evident handlungsleitend wirken und somit u. a. die Ausbildung sowie mittelbar die pädagogischen Zugänge der zukünftigen Religionslehrer:innen beeinflussen. Diese Lehrkräfte sind wiederum Multiplikator:innen, die in ihrer Tätigkeit die Perspektiven junger Muslim:innen prägen. Dem islamischen Religionsunterricht wird insofern oft eine zentrale Rolle bei der Prävention islamistischer Radikalisierung zugeschrieben, obwohl dies empirisch bisher nicht ausreichend erforscht ist. Die Studie zeigt, dass nicht alle befragten Lehrenden das Radikalisierungspotenzial digitaler Medien gleichermaßen wahrnehmen. Jene, die dieses Potenzial erkennen, problematisieren insbesondere die niedrigschwellige Zugänglichkeit und Anonymität digitaler Plattformen, die es islamistischen Gruppen ermöglichen, gezielt Jugendliche und junge Erwachsene anzusprechen. Sie betonen zudem die Gefahr der dualistischen Darstellung islamistischer Inhalte, die besonders ansprechend für Jugendliche in Krisensituationen ist. Als Gegenmaßnahme sehen die Lehrenden den islamischen Religionsunterricht als ein potenziell wirksames Instrument zur Prävention an, sofern dieser lebensweltorientiert gestaltet ist und gezielt eine kritisch-reflexive Medienkompetenz fördert. Sie heben ferner die Notwendigkeit hervor, dass zukünftige Religionslehrer:innen diesbezügliche (Medien-)Kompetenzen während ihrer Ausbildung erwerben, um Jugendliche und junge Erwachsene effektiv darin zu unterstützen, islamistische Inhalte zu erkennen und kritisch zu hinterfragen.
Article
Das Potenzial des Gaming für die Bearbeitung gruppenbezogener Menschenfeindlichkeit ist in der Bildungsarbeit angekommen. Während im lebens-weltlichen Ansatz in den 2000er-Jahren noch auf traditionelle Jugendkulturen wie HipHop, Punk und Metal gesetzt wurde, bietet sich in den letzten zehn Jahren vermehrt der Bereich des Gaming an, um mit Jugendlichen interessengeleitet zu arbeiten – auch in der Extremismus Prävention. Im Artikel wird beschrieben, wie Extremist*innen Games einsetzen, warum sich der Einsatz von Games in der Prävention anbietet und welche konkreten Erfahrungen im Projekt Call of Prev gemacht wurden.
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und sich von einer reinen Unterhaltungsbranche zu einem vielseitigen Wirtschaftsfaktor entwickelt. Diese Entwicklung spiegelt nicht nur technologische Fortschritte wider, sondern auch Veränderungen im Verbraucherverhalten und in der Marktdynamik. Das Wachstum der Branche hat sie zu einem wichtigen Akteur in der Weltwirtschaft gemacht, wobei die von den Markteilnehmern weltweit erzielten Einnahmen im Jahr 2024 auf rund 187 Milliarden USD geschätzt werden. 2 Die Videospielindustrie hat die gleichen Kernberufe wie andere kreative Sektoren, z. B. Design und Entwicklung (Studios), Finanzierung und Produktion (Publisher) und Vertrieb. Ihre einzigartige Wertschöpfungskette zeichnet sich dadurch aus, dass sie technologische Elemente mit kreativen verbindet, wie zum Beispiel die Herstellung von Konsolen und das Software-Publishing für die Entwicklung von Spiel-Engines. Dieses Zusammenspiel hat dazu geführt, dass sowohl auf dem europäischen als auch auf dem globalen Markt große Akteure entstanden sind. Die Branche ist heute stark segmentiert, mit einer großen Vielfalt an Genres, Plattformen und Wirtschaftsmodellen, wobei sich Mobile Gaming neben den traditionellen Konsolen- und PC-Spielen zu einer dominierenden, umsatzstarken Kraft entwickeln. Der technologische Fortschritt hat die Entwicklung der Videospielindustrie vorangetrieben, von den ersten Konsolen in den 1970er Jahren bis hin zu modernen Fortschritten wie Echtzeit-3D-Grafik, Online-Multiplayer und Mobile Gaming. Die Branche ist heute nach Spielgenres - wie Strategie, Abenteuer, Rollenspiel und Sport - und nach Plattformen - von Konsolen bis hin zu mobilen Geräten - unterteilt. Auch die Wirtschaftsmodelle haben sich diversifiziert, wobei Free-to-Play- und Abonnementmodelle die traditionellen auf einem einmaligen Kauf beruhenden Systeme ergänzen. Der Aufstieg von Free-to-Play-Modellen hat die Einnahmestrategien verändert, indem er den Folus auf die Spielerbindung anstelle der anfänglichen Verkäufe legt und das Publikum über traditionelle Gamer hinaus erweitert. Verschiedene Faktoren deuten darauf hin, dass die Videospielbranche erheblichen Schwankungen unterworfen ist. Diese reichen von regulatorischen Änderungen wie der Einführung von Steuergutschriften für Videospiele beispielsweise in Kanada oder Frankreich, um Talente zu halten und wettbewerbsfähig zu bleiben, über technologische Fortschritte wie Games as a Service (GaaS), die Einnahmemodelle und Spieldesign verändert haben, bis hin zu Marktverschiebungen mit dem Aufkommen von Cloud-Gaming-Diensten durch große Technologieunternehmen, gefolgt von einer Phase bedeutender Übernahmen. Zu den besonderen Herausforderungen gehören die regulatorische Kontrolle einiger Wirtschaftsmodelle wie Hypercasual Games und Lootboxen sowie staatliche Eingriffe wie die chinesischen Nutzungsbeschränkungen für Videospiele, von denen große Unternehmen wie Tencent und NetEase betroffen sind. Diese Faktoren verdeutlichen die Empfindlichkeit der Branche gegenüber externen Kräften und ihre rasche Entwicklung als Reaktion auf technologische, regulatorische und marktbezogene Veränderungen.
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The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable researcher practices and unstandardized assessments of predictors and outcomes, or lack of proper theory-driven controls. In the current article, a large sample of 3034 youth (72.8% male Mage = 11.2) in Singapore were assessed for links between aggressive game play and seven aggression or prosocial outcomes 2 years later. Theoretically relevant controls for prior aggression, poor impulse control, gender and family involvement were used. Effect sizes were compared to six nonsense outcomes specifically chosen to be theoretically unrelated to aggressive game play. The use of nonsense outcomes allows for a comparison of effect sizes between theoretically relevant and irrelevant outcomes, to help assess whether any statistically significant outcomes may be spurious in large datasets. Preregistration was employed to reduce questionable researcher practices. Results indicate that aggressive video games were unrelated to any of the outcomes using the study criteria for significance. It would take 27 h/day of M-rated game play to produce clinically noticeable changes in aggression. Effect sizes for aggression/prosocial outcomes were little different than for nonsense outcomes. Evidence from this study does not support the conclusion that aggressive video games are a predictor of later aggression or reduced prosocial behavior in youth.
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A background in ‘ordinary’ crime, violence and drug use seems to characterize many European individuals recently involved in ISIS-related jihadi violence. With its long tradition of studying marginalized populations and street culture, criminology offers novel ways to explore these developments theoretically. In this article, we demonstrate how Pierre Bourdieu’s concepts of capital, habitus and field allow for a nuanced analysis of how certain individuals move from street to politico-religious criminality. We show that ‘investments’ in street capital can be expended within the field of violent jihadism. We argue that an embodied street habitus supports continuities in attitudes and behaviours within different violent contexts, and furthermore that street social capital facilitates recruitment to violent jihadism. Finally, reflection is offered on resonances between street and jihadi fields. The article explains how continuities in lifestyle can exist between the European city and a Middle Eastern battleground.
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Al-Qaida and Islamic State continue to captivate the world with their extreme violence. While much attention has been given to the operations and doctrines of jihadi groups, this is the first book to explore their culture. Using a wealth of primary sources, the authors examine what goes on inside these organizations and what daily life is like for the foot-soldiers. They show that Islamist militants have a rich aesthetic culture and do much more than fight and train. Life in a jihadi group is in fact filled with poetry and music, and fighters spend time on surprising things like dream interpretation and weeping. Readers will discover an entirely new perspective on radical Islamists: that despite their reputation as macho men, they value humility, artistic sensitivity, and displays of emotion. Cultural practices are essential for understanding the jihadi worldview and may shed important new light on decision-making and recruitment processes in extremist groups. This original book will interest anyone in academia, government, or the general public who is intrigued by the appeal and resilience of the jihadi movement.
Article
Perpetrators of collective violence allegedly dehumanize their victims. Psychologists often operationalize dehumanization as a social-cognitive process that turns people into beings whose thoughts, feelings, and relationships are of no concern to the perpetrators. The theory is that this process is an essential mechanism in intergroup violence. But a growing number of researchers from a variety of disciplines are pointing out the theoretical and empirical limitations of the dehumanization thesis. Some psychologists go so far as to argue that the thesis is mistaken. As this review shows, the explanatory value of ‘dehumanization’ is now in doubt. Whatever its intuitive appeal, the psychological concept of dehumanization might do more to distort than illuminate the history of collective violence.
Article
Radicalisation is influenced by a multitude of factors such as situational, social and psychological factors, including social-cognitive processes. This article explores how homegrown extremists are influenced by their perceived agency and how the beliefs of their own abilities to change their situation are directly shaped by the online-propaganda they consume using ISIS propaganda as a case study. The article serves as an exploratory analysis of the potential explanatory qualities of Bandura’s theory of self-efficacy. This preliminary theoretical work explores how online-propaganda seeks to increase perceived personal self-efficacy to inspire action. The findings indicate that an increased focus on agency beliefs may facilitate a more holistic understanding of the psycho-social processes influencing radicalization and factors driving certain individuals to perpetrate violence while others do not. More research needs to be conducted, but this work is a first exploratory step in advancing our understanding of self-efficacy beliefs in the radicalization of homegrown extremists.
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Kølvraa’s article focuses on the cultural imaginary of the Scandinavian extreme right by analysing the online presence of the so-called Nordic Resistance Movement. He seeks to show how the cultural imaginaries of this National Socialist organization make use of the Scandinavian Viking heritage in three distinct ways. First, to produce a distinctly Nordic form of National Socialism and thus potentially make this ideology palatable to Nordic publics. Second, to differentiate their racially oriented political project from a wider far-right or populist right concern with the defence of European Christian heritage and/or civilization against Islam. And, third, to thematize and perform a certain hyper-masculine identity, especially in the context of martial and sporting competitions arranged by the organization.
Article
Since the release of video games numerous studies have assessed the impact of violence within video games on aggression, yet few have assessed the impact of competition. Initial studies that include competition indicate that competition within video games does impact aggression, and that it is the competitive nature of violent video games rather than the actual violence that has increased aggression. However, previous competitive video game studies have assumed levels of competition within video games or have used different games across conditions, both of which may have confounded results. As such, this study aimed to assess the impact of both competition and violence on aggression using a true experimental design and using the same game across conditions. Sixty-four participants played one of four versions of a video game (2 [Competitive] x 2 [Violent]) and it was found that competition, but not violence, impacted aggressive affect. In addition, participants who lost in the competitive version of the game had even higher levels of aggressive affect. Neither competition nor violence impacted aggressive behaviour. Possible limitations to this study included the poor validity of the Taylor Competitive Reaction Time Task (TCRTT) and the delay between participants finishing the game and then competing the TCRTT. Overall, these findings further support the notion that competition rather than violence within video games impacts aggression. Future research should assess ways to encourage fair play within video game communities to reduce the impact of competition on aggression.