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Working Paper: The Role of Gamification in Radicalization Processes

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Abstract

The livestreaming of attacks, the use of Call of Duty footage in propaganda videos, the modification of popular video games to support extremist worldviews, and the development of games and playful apps by extremist organizations have all contributed to an increasing focus on the so-called 'gamification of terror'. Since the livestreamed attack in Christchurch and the realization that subsequent perpetrators in Pittsburgh, El Paso and Halle not only copied the mode and style of attack but were embedded in and sought to appeal to similar online communities, in which gamified language and references to gaming were part of the subcultural practice, journalists, academics, and practitioners have begun to analyze the role games and gamified applications may play in radicalization processes. Understandably, as the Christchurch shooting has taken place less than two years ago, the analysis into the potential role of gamification in radicalization processes has only just begun and much confusion persists on both terminology and the exact mechanisms by which gamification may influence extremist thought and action. The fact that gamification itself is a fairly new concept, which has only been seriously researched for around ten years, complicates matters further. A large part of this report is therefore dedicated to organizing the current state of knowledge and to provide readers with a baseline of knowledge on gamification in extremist contexts. After a discussion on gamification as such and how it may or may not be differentiated from other gaming appeals, an overview of the current evidence of gamified radicalization processes is provided. Then, research findings on the psychological mechanisms of gamification are applied to the issue of radicalization. Lastly, the report flashlights some preliminary possibilities of applying gamification to preventing and/or countering extremism (P/CVE). Readers must be aware that this final part of the report lacks robust empirical grounding and is not meant to be taken
1
| Working Paper 1/2021
The Role of Gamification in Radicalization Processes
Linda Schlegel, Associate Research Fellow
1
| Intro
The livestreaming of attacks, the use of
Call of Duty
footage in propaganda videos, the modification of
popular video games to support extremist worldviews, and the development of games and playful apps
by extremist organizations have all contributed to an increasing focus on the so -called ‘gamification of
terror’.
2
Since the livestreamed attack in Christchurch and the realization that subsequent perpetrators
in Pittsburgh, El Paso and Halle not only copied the mode and style of attack but were embedded in
and sought to appeal to similar online communities, in which gamified language and references to
gaming were part of the subcultural practice, journalists, academics, and practitioners have begun to
analyze the role games and gamified applications may play in radicalization processes.
Understandably, as the Christchurch shooting has taken place less than two years ago, the analysis into
the potential role of gamification in radicalization processes has only just begun and much confusion
persists on both terminology and the exact mechanisms by which gamification may influence extremist
thought and action. The fact that gamification itself is a fairly new concept, which has only been seriously
researched for around ten years, complicates matters further. A large part of this report is therefore
dedicated to organizing the current state of knowledge and to provide readers with a baseline of
knowledge on gamification in extremist contexts. After a discussion on gamification as such and how it
may or may not be differentiated from other gaming appeals, an overview of the current evidence of
gamified radicalization processes is provided. Then, research findings on the psychological mechanisms
of gamification are applied to the issue of radicalization. Lastly, the report flashlights some preliminary
possibilities of applying gamification to preventing and/or countering extremism (P/CVE). Readers must
be aware that this final part of the report lacks robust empirical grounding and is not meant to be taken
1
Linda Schlegel is a PhD student at the Goethe University in Fra nkfurt, researching digital counter-narratives. She holds an MA in Terrorism, Security and Society
from King’s College London and is an associate fellow at modus | zad, the Global Network on Extremism and Technology (GNET) and the Peac e Research Institute
Frankfurt (PRIF). Prior to beginning her PhD, she was a Senior Editor at The Counterterrorism Group and the desk officer for counter- terrorism at the Konrad
Adenauer Foundation.
2
Mackintosh & Mezzofiore (2019) “How the extreme righ t gamified terror”
2
as evidence of what should or should not be done. Rather, it is meant as an invitation to explore and
discuss the implications of gamification for P/CVE.
| What is gamification?
The term gamification refers to the “use of game design elements within non-game contexts”.
3
It entails
the transfer of game elements such as points, leaderboards, badges, or avatars into contexts not
traditionally regarded as spaces of play with the aim of facilitating behavioral change in users.
4
The
behavior change encouraged by the gamified application is referred to as ‘desired action’. For example,
competing against one’s friends on a fitness app to lead the scoreboard and to collect achievement
badges or trophies often encourages users to increase the number of desired actions and work out more
often or with higher intensity to collect more points.
5
The desired action could be anything encouraged
by the gamified application, from clicking on links to buying products to eating healthy, inviting friends
to play an online game or spend hours collecting points, badges and increase one’s virtual ranking.
Because humans are naturally drawn to play and an increasing number of individuals engage in gaming
activities way into adulthood, gamified applications are perceived by many as appealing, engaging and
fun. Gamification is, in essence, a psychological tool to increase users’ motivation to become and stay
engaged.
6
While the concept of gamification was originally developed in the commercial sector to
increase sales and user engagement used, among others, by Amazon, eBay, Deloitte, Google and
Facebook
7
it is now increasingly applied in non-commercial settings such as education, health, work,
sustainability, the military, and the public sector.
8
While theoretically applicable to the offline world,
much of the literature on gamification focuses on digitally-mediated context, in which users engage with
an electronic device either throughout the whole experience or at least partially as in the case of the
fitness app motivating offline workouts.
To be sure, gamification is not a magic bullet that automatically increases user engagement and has
drawn its fair share of criticism.
9
Simply putting a leaderboard up and awarding some points to
employees, students or users is unlikely to be enough to facilitate sustained engagement and does not
automatically create a fun environment users like to participate in. There are plenty of expensive, well-
designed applications with amazing graphics that include all kinds of gaming elements a user might
want, which fail to generate the users’ motivation to engage.
10
Individuals differ in their preferences of
different gamified elements
11
and gamified elements that sparked the users’ interest may not be the
3
Deterding et al (2011) “From game design elements to gamefuln ess”, p.1
4
Robson et al, (2015) “Is it all a game?”
5
Hamari & Koivisto (2015) “Working out for likes”
6
Sailer et al (2017) “How gamification motivates”
7
Chou (2015) Actionable Gamification
8
Blohm & Leimeister (2013) “Gamification”; van Roy & Zaman (201 9) “Unravelling the ambivalent motivational power”; Robson et a l (2016) “Game on”; Gonzalez et
al (2016) “Learning healthy lifestyles”
9
Fleming (2014) “Gamification: Is it game over?”; Bogost (201 4) “Why gamification is bullshit”
10
Chou (2015) Actionable Gamification
11
Bartle (1996) “Hearts, clubs, diamonds, spades”; Marcze wski (2015) “User types HEXAD”
3
same as the elements that sustain the users’ engagement over time. In addition, demographic factors
such as age partially mediate the motivational effect of gamification
12
, i.e. generally, the younger the
user the easier one can create motivation with simple gamified elements. Culture and values too may
influence the effects of various gamified elements on a given user.
13
Notwithstanding these caveats,
considering that 2.4 billion people
14
, 1/3 of the world’s population, play electronic games (albeit with
varying degrees of frequency and seriousness), well-designed gamified applications are likely to
resonate with a large number of digitally-savvy media users.
When applying gamification to radicalization processes, conceptual confusion arises. The term
gamification has been used to describe a variety of phenomena, from the creation of videogames by
extremist organizations, to the use of actual video game sequences in propaganda videos, the
production of video footage with HD-helmet cameras to mimic the visual style of first-person shooter
games or the alleged use of gaming to prepare for an attack, to gamified language in online forums and
apps such as
Patriot Peer
. The prominence of gaming in extremist subcultures partially mirrors broader
societal processes. Some argue that we live in an increasingly “gameful world”
15
even a “ludic century”
16
(from the Latin ludere = to play) characterized by the blending of work and play in both the private and
the public sphere and the ludification of culture as a whole. While gamification is certainly on the rise
in all areas of life and likely to be increasingly integrated in normal life, it makes little sense at such an
early stage of research on the gamification of radicalization to refer to everything containing even a
remote reference to gaming as ‘gamification’. If we want to uncover the psychological mechanisms by
which gamification might influence radicalization processes, we need to understand what exactly the
phenomenon entails.
For this report,
only the application of gaming elements in non-gaming contexts
, as described above,
will be discussed. Actual videogames developed by extremists such as the newly released
Heimat
Defender: Rebellion
17
are better categorized as the radicalization of gaming rather than the gamification
of radicalization. Similarly, the use of footage from games in propaganda videos, mimicking the style of
video games with helmet cameras
18
and the modification of existing games for ideological purposes,
such as Stormfronts modification of
Doom 2
to enable users to ‘play’ genocide
19
or gamers re-playing
their own version of the Christchurch massacre in
The Sims
20
, are purposefully excluded while
acknowledging the fuzziness of the boundaries between gaming, gamification and references to games
as part of popular culture. Similarly, while worrying in its own right, the mere presence of extremists on
12
Koivisto & Hamari (2014) “Demographic differences in p erceived benefits from gamification”
13
Khaled (2014) “Gamification and Culture”
14
Cyber Athletiks (n.d.) “How many gamers are there in the world ?”
15
Walz & Deterding (2014) The Gameful World
16
Zimmerman (2014) “Manifesto for a ludic century”
17
Schlegel (2020) “No Child’s Play”
18
Scaife (2017) Social Networks as the New Frontier of Terrorism
19
Ebner (2019) Radikalisierungsmaschinen
20
Stevens (2019) “Twisted gamers create first-perso n shooter video games”
4
gaming servers such as
Discord
21
and the utilization of such platforms to communicate is not regarded
as gamification for this report.
| Evidence for Gamification of Radicalization
While video games have been part of the extremist repertoire for quite some time
22
, gamification has
been added to the ‘toolbox’ of extremist organizations and subcultures fairly recently. Public attention
has only turned towards gamified elements of radicalization and recruitment efforts in the last two years.
Therefore, the evidence available must be regarded as limited, incomplete, and anecdotal. The evidence
that has been uncovered so far may be grouped in two broad categories, namely top-down and bottom-
up gamification. Top-down gamification refers to the strategic use of gamified elements by extremist
organizations to facilitate engagement with their content, whereas bottom-up gamification emerges
organically in (online) communities or small groups of individuals radicalizing together.
23
Top-down gamification
Bottom-up gamification
Who
Extremist groups, recruiters,
strategists
Individuals, small groups of
friends, online communities
What
Strategic use of rankings,
badges, points, leaderboards
Livestreaming, gamified
language, virtual scoreboards,
personal ‘quests’
Why
Facilitate engagement with
content and peers, visibility of
commitment, motivate users to
participate, appeal to young
audience
Appeal to online
community/subcultural milieu,
look cool, make sense of reality
via gaming content
Examples
Rankings, badges etc in forums;
apps such as Patriot Peer
Attacks in Christchurch and
Halle; small-group WhatsApp
radicalization; discussions on
social media e.g. desire to “beat
his score”24
21
Ebner (2020) “Dark ops: Isis, the far-right and the gamification of terror”
22
Lakomy (2019) “Let’s play a video game”; Dauber et al (201 9) “Call of Duty: Jihad”
23
For a full discussion see Schlegel (2020) “Jumanji extrem ism?”
24
Evans (2019) “The El Paso shooting and the gamification of ter ror”
5
Top-down gamification
The beginnings of top-down gamification can be traced to the forums hosted on extremist websites
since the early 2000s. Many forums included visible measures of commitment, such as different ranks
or levels users could obtain for posting comments, reputation meters awarding recognition to those
posting ‘interesting’ content and answering peer questions, and virtual badges for reaching certain
milestones of engagement such as a certain number of comments or years as an active member.
Members were also rewarded for their continuous commitment by earning the right to personalize their
avatars and signatures or by being invited into certain ‘secret’ groups only a selected elite demonstrating
outstanding commitment to the forum could access. One forum even included a ‘radicalization meter’
as a visualization of one’s progress toward extremism.
25
While the importance of forums may have
decreased with the rise of extremist activity on social media, gaming elements such as ranks have been
transferred into other virtual settings. Ebner reports, for instance, that the far-right Reconquista
Germanica group on
Discord
implemented a military-style ranking and badge system, creating a clear
hierarchy and a way to overtly display status differences between users.
26
In the section on “Mechanisms
of Influence” (p. 7), the motivational drivers of such status elements are explored in more detail.
As mainstream social media platforms became increasingly hostile environments to extremist groups
due to account removals, content take-down and other repressive measures, some are migrating to
fringe platforms such as
Gab
or develop their own communication and networking tools. Potentially the
most prominent example of such top-down gamification in alternative settings is the app
Patriot Peer
,
which was planned by the Identitarian Movement (Identitäre Bewegung; IB). Ultimately, the app was
never launched, but it nevertheless provides a useful case study illustrating that extremist organizations
are aware of the potential of gamified elements and make strategic use of gamification in the
development of new ‘tools’.
Patriot Peer
was envisioned not a fully-fledged game, but a communication
and networking tool with gamified elements featuring prominently for its users, which would “turn
resistance into a game”.
27
The plan was that users would collect points by acquiring virtual connections
to other ‘patriotic individuals’ near them to be found with a
Pokémon-Go
-like “Patriot Radar”
28
- ,
visiting designated cultural places and uploading pictures for their network to see, taking part in protests
or visiting IB events and then compare themselves to others on a virtual leaderboard.
29
Bottom-up gamification
Incidences of bottom-up gamification may be grouped into three broad categories: gamification driven
by perpetrators of attacks, gamification within online communities, and gamification in radicalization
processes of individuals and small groups.
25
Hsu (2011) “Terrorists use online games to recruit future jihadi s”
26
Ebner (2019) Radikalisierungsmaschinen
27
Brust (2018) “ Rechtsextreme Scheinspielereien“
28
Prinz (2017) “‘Patriot Peer‘ als Mischung zwischen Tinder und Pokemon Go“
29
Schlegel (2020) “Jumanji extremism?”
6
The gamification initiated by perpetrators of attacks is the most well-known aspect of bottom-up
gamification. Norwegian right-wing perpetrator Anders Breivik was the first who allegedly gamified his
attack. He reported that he trained for his attack with
Call of Duty
and imagined himself as his avatar,
effectively gamifying the experience for himself.
30
Gamification also became evident in his manifesto.
He ‘played’ the leader of a secret underground organization, the Knights Templar, and pretended to be
part of an alternative reality.
31
In 2012, a year after Breivik’s attack, the next step in the gamification
of attacks was taken by an extremist perpetrator in Toulouse, who videotaped his killings with a GoPro
camera strapped to his chest and posted the footage online.
32
His viewers and supporters had a ‘front
row’ seat in the violence by watching the video, gamifying not only his experience but the experience
of his viewers. The video’s setup mimicked the visual style of Let’s Play videos of popular first-person
shooter games. Let’s Play videos, which allow users to observe someone else playing a video game, are
extremely popular in the gaming community: In April 2018, users spend 128 million hours on
Twitch
watching others play the popular game
Fortnite
.
33
However, the viewers of the Toulouse video were
watching and engaging with the content only in retrospect, long after the events shown had taken
place. The current generation of gamifying perpetrators, from Christchurch to El Paso and Halle, is
especially well-known for livestreaming their attacks, although not every perpetrator will necessarily
attempt the livestreaming.
34
It does not get more ‘front row’ than watching a livestream of an attack
mirroring the style of first-person shooter games and commenting on the perpetrator’s actions in real
time, much like a livestreamed Let’s Play video. Livestreams, therefore, gamify both the attacker’s and
the viewers’ experience of the event.
35
The perpetrators, who livestreamed their attacks, were often embedded in far-right online subcultures.
Bottom-up gamification has become increasingly prominent in such online communities, for instance on
Gab
or
8chan
(now 8kun). Certain parts of such digital subcultures are highly supportive of far-right
extremist violence. The Halle attacker, for instance, has been celebrated as a “saint” on far-right
Telegram
channels.
36
Various online communities keep virtual scoreboards that rank the ‘success’ of far-
right perpetrators and some users have expressed the desire to “beat his [the Christchurch attacker]
score” or rated attacker’s ‘body counts’.
37
These are the communities perpetrators livestreaming their
attacks seek to appeal to with gamified language used during their livestreams and from these
communities stems the social recognition perpetrators ‘placing high on the scoreboard’ receive. Gamified
language might seem less important than gamified action, but it sets the stage to understand reality
through a gaming lens and can encourage the gamification of behavior.
30
Pidd (2012) “Anders Breivik 'trained' for shooting attacks by playi ng Call of Duty”
31
Breivik (2011) “2083 – A European declaration of indep endence”
32
Weimann (2012) “Lone wolves in cyberspace”
33
Bowels (2018) “All We Want to Do Is Watch Each Other Play Video Games”
34
Macklin (2019) “The Christchurch attacks: Livestream terror i n the viral video age”
35
Schlegel (2020) „Jumanji extremism?”
36
Owen (2019) “White Nationalists on Telegram Are Hailing the Ger many Synagogue Shooter as a ‘Saint’”
37
Evans (2019) “The El Paso shooting and the gamification of ter ror”
7
The last category includes instances of gamification in private chats and small groups. Here the evidence
base is the most limited. Whereas livestreaming of attacks seeks the highest degree of publicity possible
and online communities on
chan
-boards or
Gab
are often at least partially accessible to researchers for
analysis, individual and small-group gamification is the most difficult to trace. Currently, it cannot be
estimated with any reasonable degree of certainty how prevalent gamification is in such private
communication channels. One of the few cases available - because evidence was preserved in a
WhatsApp
chat protocol - is the gamified radicalization of a group of young men from Rochdale (UK).
38
During the process of jihadist radicalization, they used gaming elements they had encountered in
videogames to make sense of their own reality and gamify their own experience. For instance, they
conducted ‘raids’ against Shia individuals they perceived as ‘sorcerers’. These ‘raids’ included
surveillance of the individuals in question, taking pictures as well as the theft of ‘black magic objects’,
ultimately culminating in physical harm. Raids are a popular element in video games such as
World of
Warcraft
. A group of players, often belonging to the same guild, break into a dungeon together and
defeat an adversary to collect points, increase their levels, and steal valuable assets such as new
weapons or body armor from the dungeon. The young men transferred this game element into reality,
turning their radicalization into an extension of the video games they had played and, importantly,
experienced the same social relatedness driving the action of guilds. Contrary to popular belief, the
appeal of many video games is the community and social connection to others,
39
which too carried over
into the mens’ gamified perception of reality.
| Mechanisms of Influence
Because the mechanisms by which gamification operates are often discussed either in terms of what
motivates individuals to play in general or in terms of initiating and sustaining customer engagement in
the commercial sector, not all mechanisms of influence are immediately applicable to the context of
radicalization. In addition, as already discussed, the evidence base for the gamification of radicalization
is small and may not be easily observable (e.g. in private chats and closed forums). Therefore, while
the mechanisms detailed are grounded in gamification research, they have not been analyzed empirically
in the context of extremism and represent a preliminary framework to understand the gamification of
radicalization. The following discussion of mechanisms of influence gamification might have on
radicalization processes is based on a selective and condensed application of motivational drivers
gamification is believed to facilitate.
40
Five mechanisms of influence are discussed below: Pleasure,
positive reinforcement, empowerment, competition, and social relatedness.
38
McDonald (2018) Radicalization
39
Rapp (2017) “Designing interactive systems though a ga me lens”
40
The mechanisms detailed here are derived from the follo wing theories:
Self-determination theory (Ryan & Deci, 2000; Deci & Ryan, 2000)
Octalysis (Chou, 2015)
Discourses of a gameful world (Deterding, 2014)
8
Pleasure
Humans are naturally drawn to ‘play’, not only as children but way into adulthood, leading some to
speak of humans as
homo ludens
.
41
The most obvious mechanism by which gamification leads to
increased and sustained user engagement is by making engagement more fun. Writing on the influence
of music in extremism, 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. And music
provides very fashionable clothes.”
42
Gamification too provides very fashionable clothes for the
transmission of ideology, especially for those who have grown up with video and smartphone games.
Gamified elements can lead to the perception that ‘it is just a game’, thereby normalizi ng extremist
content conveyed through these applications and linking the experience of fun with the ideological
substance transmitted. In addition, the perception that ‘it is just a game’ can limit psychological
reactance; that is, the resistance displayed when persuasion attempts are very obvious. Because gaming
elements are not perceived as belonging in the realm of persuasion tools and users are letting their
guard down when having fun, gamification can be a useful tool to influence users subconsciously and
‘by the back door’.
Positive Reinforcement
In contrast to the real world, video games often provide players with instant feedback for their actions,
e.g. by failing a level or winning points for a successful move. Many gamified applications use the power
of feedback loops to nudge users’ behavior in a certain direction.
43
For instance, fitness apps display
feedback on length and intensity of workouts as well as how the workout compares to the user’s
performance the previous week or the previous month. When behaving ‘good’, users are given positive
feedback, creating positive reinforcement and increasing the likelihood that users will continue to
engage in the desired actions. Extremists may benefit from such instant feedback and positive
reinforcement mechanisms. Rather than having to instruct each individual user, users know what is
expected of them and considered ‘good behavior’ by learning how to gain points, badges or level-up in
the context of a gamified application. They can monitor themselves and their own engagement with
and commitment to the extremist group by reviewing how many points they gained or how many ‘quests’
they fulfilled in the previous week or month. Being rewarded for continuous ‘good behavior’ is a strong
motivational incentive to continue this behavior or even increase engagement with the extremist content
displayed on the gamified application.
Empowerment
Gamification can help users feel empowered, autonomous, and competent. A key element of gaming is
choice: A game in which there is only one way to play and one strategy that will lead to victory will
become boring very fast, whereas a game that offers multiple routes to success, affords the player a
41
Huizinga (2016) Homo Ludens
42
Pieslak (2017), “A musicological perspective on jihadi anashid”, p.7 5
43
Deterding (2014) “The ambiguity of games: Histories and discourse s of a gameful world”
9
variety of choices and the chance to be creative within the gaming context, will be engaging for longer
periods of time. Similarly, gamified applications which offer this choice, for example by awarding points
for a variety of different activities and accommodating the different preferences of players, will generate
more sustained engagement as applications that do not afford such choices. Extremists could provide
users with a variety of choices for engagement, for instance by awarding points to users for posting
comments, liking pages, ‘trolling’ under an article of a mainstream news outlet, but also by visiting
designated places, taking part in a protest or designing a flyer. The perception of personal choice,
regardless of how meaningful the choices actually are, increases feelings of autonomy and
empowerment as well as affording users the possibility for creative navigation of the digital world.
Feeling competent, in control and self-confident in the meaningfulness of one’s actions have been
discussed as facilitators of need-driven radicalization processes.
44
Gamification may afford users such
experiences. Users may feel empowered not only by choice but by the perception that their own
competency increases. When overcoming a challenge, successfully mastering a task and being rewarded
for it by points, level-ups or badges, dopamine is released in the brain leading users to feel good about
themselves and their skills.
45
Completing a gamified task increases self-confidence and often leads to
seeking another dopamine rush, i.e. continuing to engage with the gamified application to collect more
points and feel accomplished. Because users feel good about themselves, engagement with the
application and therefore with the extremist content displayed, increases. Ultimately, this feeling of
competency may spill over to the real world. Individuals in the process of radicalization need to possess
a certain degree of self-efficacy; that is, the believe that they are capable to be successful within an
extremist context and that
they
(as opposed to someone else) have an important role to play.
46
Leading
the scoreboard and being successful in the digital world may increase perceptions of self-efficacy
regarding one’s ‘calling’ as an extremist actor and could accelerate radicalization processes.
Competition
Users of gamified applications differ in the degree of competitiveness they exhibit. Individuals scoring
high on competitiveness enjoy collecting points, increasing their ranking, and comparing themselves to
others on a virtual leaderboard. They are motivated to improve their position relative to others and ‘win’
against their peers. For these users, publicly visible badges, a high number of points collected, and a
prominent position on the scoreboard provide a sense of accomplishment. Psychological well-being is
increased, because users feel competent and are proud not only of mastering the challenges the
gamified application presenting themselves with but of their
relative
accomplishments in comparison to
their peers. Gamified elements such as points, badges, rankings and leaderboards provide visible,
quantifiable and clear goals to users; i.e. they know exactly what they need to do and how many points
they need to collect in order to improve their position on the scoreboard. In other words, gamification
44
Möller et al (2016). "Die kann ich nicht ab!"
45
Zicherman, G. (2014) “The Future of Creativity and Innovatio n is Gamification”
46
Schlegel (2019) “Yes I can”
10
provides visible measures of engagement and ‘success’. Users may begin to collect coins by harmless,
low threshold actions such as connecting to other users or liking a Facebook page, but as a competitive
motivation sets in, users may be willing to take more meaningful action to collect more points, which
may draw them deeper into an extremist group. Competition may lead certain users to engage more
thoroughly with extremist content on gamified applications and to take ‘desired actions’ when asked to
do so in an effort to ‘win’ against other users.
An additional mechanism by which gamification can increase a user’s engagement with extremist
content and groups is by affording a route to increase one’s social status within the group. Leading or
placing high on the scoreboard may provide prestige within the group and affords status-seeking
individuals
47
the opportunity to gain recognition. Virtual points may not mean anything in the real world,
but other users of the gamified application are well aware how much effort and commitment needs to
be displayed to collect a large amount of points. Gamification elements such as scoreboards provide
visible and quantifiable indicators of commitment and, therefore, of social status. Competitive users may
rise in the informal hierarchy of the group and increase their relative social position by intense
commitment to the gamified application and its contents.
Social Relatedness
In contrast to highly competitive users, there are users who are not driven by seeking friendly rivalry
but by the wish for cooperation, shared goals, and social connectedness. Research has shown that social
interaction and cooperation are key drivers of successful games with a large and loyal user base such
as
World of Warcraft
, where guilds are more than instrumental tools to defeat enemies, often presenting
spaces of constant interaction about life in general and create lasting friendships.
48
Gamified applications
may include elements that facilitate social interactions - such as awarding points or badges for making
connections, liking and commenting on other people’s achievements or participating in a forum and
include goals that users can only reach by working together. Aside from strengthening the network
among users, it can keep socially-oriented players engaged and facilitate the emergence of a social
community, which is often crucial for radicalization processes on the group level. Similar to competitive
users benefitting from the visible display of other users’ commitment to ‘work hard’ and ‘win’, gamified
elements also provides socially-oriented users with easy measurements of their peers’ commitment.
Rather than being motivated to ‘beat’ them, users scoring high on social relatedness may take high
rankings of others as evidence of high commitment being the group norm and may be inspired to live
up to the social expectations, thereby increasing their engagement with the gamified content.
Social relatedness is also a key part of what Chou calls “Epic Meaning & Calling”.
49
One of the key
motivational drivers for gaming is the feeling of being engaged in something bigger and more
meaningful than oneself. This often builds on social connections and the feeling of belonging to an
47
Venhaus (2010) “Why youth join Al-Qaeda”
48
Rapp (2017) “Designing interactive systems“
49
Chou (2015) Actionable Gamification, p.65
11
important group. Many games start with an introductory narrative detailing that the world is in danger
and only the player can save the world; a narrative often mirrored in extremist propaganda and by
those on a ‘quest for significance’ seeking to ‘be a hero’.
50
While gamification only incorporates some
elements of video games, providing a larger narrative is often part of the gamification ‘toolbox’ in order
to motivate users to work hard and ‘save the world’. Because humans are storytellers, narratives are
powerful forces to create meaning, inspire action, and help us make sense of the world. The gamification
of extremist narratives through ‘play’ can provide a low threshold entry point into broader ideological
discussions and make use of a potential longing for significance in users by providing a first step to be
part of something meaningful. Seen in this light, providing users with a prologue detailing an epic
narrative and then guiding them to ‘desired actions’ via gamified elements such as points and badges,
could afford the possibility to gamify the entry into radicalization processes.
| The Potential of Gamification in P/CVE
Countering the gamification of radicalization directly is extremely difficult for a variety of reasons. Firstly,
gamification utilizes human psychological drives to increase user motivation. It is a technique that can
be and is used in a variety of contexts unrelated to extremism or politics more generally. Therefore,
while it is likely to be beneficial to educate people on the psychological mechanisms by which
gamification operates to support digital media literacy, users will encounter gamification regardless of
the online communities they belong to and the websites they visit. A prevention of gamification or of
exposure to gamification is unfeasible. Secondly, gamification may take place in semi-private online
spheres such as groups on servers or forums. Attempting to police such spaces short of de-platforming
the groups is impossible. Thirdly, gamification is not dangerous in itself. The video gaming community
has been heavily criticized for the alleged role of video games in school shootings and violent behavior
more generally without conclusive evidence of a causal link between playing a game and acting violently.
P/CVE stakeholders should be cautious not to repeat such destructive discourses with the gaming
community by approaching gamification as ‘a problem to be solved’. Lastly, as noted previously, the
‘ludic century’ and the proliferation of gaming elements throughout our lives has only just begun. Trying
to counter such a change in cultural practice in a variety of contexts is likely to be unfruitful. Gamification
is here to stay and should be navigated rather than fought.
While directly countering the gamification of radicalization is difficult, practitioners may benefit from the
possibilities gamification has to offer for P/CVE measures. As indicated in the introduction, the following
section should be read as an invitation to reflect upon and discuss the potential gamification may or
may not hold for P/CVE or deradicalization measures, not as conclusive suggestions.
50
Kruglanski et al (2019) The Three Pillars of Radicalization; Jasko et al (2016) “Quest for Significance and Violent Extremism”
12
Generating attention
Gamification may be utilized with various goals in mind, but on social media and in digital communication
more generally, it may be especially conductive to generating attention. It is widely known that the
online sphere is an attention economy. There is not just abundance but an oversupply of both
information and entertainment content. While everyone can say something online, not everyone is heard
through all the noise. The first task for digital P/CVE is therefore to generate attention, because only
after users become aware of and click on the content provided can any form of meaningful engagement
take place.
Using gamified elements may be one way to cut through the noise online and generate attention. Before
building sophisticated technological applications that track points and badges for every user or
programming mini games to draw users to channels with P/CVE content, gamification is likely to take a
more rudimentary form. In the initial stages of experimenting with gaming elements to generate
attention for P/CVE content, a lower degree of technical sophistication may suffice. For instance, one
possibility could be to run a caption contest on a platform such as Instagram. Users could comment
with suggested captions and the one with the most likes wins (competition, points, social relation), then
the best 3-5 could be published in a separate post (leaderboard) and the winner could receive a symbolic
reward, such as picking the theme for the next image to be posted, suggesting the music for the next
video in a story or something similar. Activities such as these are a basic option to test gamification
elements and do not require a high degree of programming or design skills. However, activities should
be tailored to the platform they are supposed to be used on. A caption contest may make sense on
Instagram, it may not be suitable for other types of social media platforms.
Learning from video games
To the knowledge of the author, no resources exist detailing how to apply gamified elements in P/CVE
contexts. A useful starting point is, therefore, existing work on the application of games more generally.
Games have been used, for instance, to support conflict resolution and peace education measures or to
facilitate the maintenance of remembrance culture.
51
Games are part of entertainment education
interventions more generally as having fun is believed to decrease resistance to the persuasive content
delivered through entertaining media such as games or TV series.
52
Because games involve perspective
taking and the engagement with conflicting positions of various social groups, participants can be
motivated to reflect upon and ultimately change group-based stereotypes.
53
Game environments offer
the possibility to explore a different reality and ‘what could be’ without asking participants to compromise
in the real world. While in reality conflicts may be protracted, the gameful setting and knowledge that
‘it is just play and not real’ may encourage the development of inter-group empathy prevented by
51
Stiftung Digitale Spielekultur (2020) “Wie können digitale Spiele zu r Erinnerungskultur beitragen?“; Banerjee (2018) “The next frontier: Ga mification of peace
education“
52
Grady et al (2019) “Influencing the means but not the ends”; Moy er-Gusé (2008) “Toward a Theory of Entertainment Persuasion”
53
Davarsi (2016) “Empathy, perspective and complicity: how di gital games can support peace education and conflict resolution”
13
cognitive constraints in the offline realm. This has been shown, for instance, for the conflict between
Israelis and Palestinians,
54
but elements may be applicable to other inter-group conflict settings.
55
Practitioners have begun to use games in the context of P/CVE specifically. From browser games
highlighting the importance of small choices and peer pressure in creating a slippery slope of
radicalization dynamics
56
to incorporating narrative reflection and cooperative play in deradicalization
measures,
57
and even the use of virtual reality formats,
58
the P/CVE community has begun to explore
to possibilities offered by games to increase engagement and make measures more fun. This is a
promising basis as gamification necessarily requires knowledge on gaming elements in order to be
successfully utilized. It may also be useful to draw on games used in related fields, such as the fight
against disinformation.
59
For instance, in the Android game
The Adventures of Literatus
, the player
assumes the role of Prince Literatus, who is trying to save Princess Veritas from the evil Manipulus in
order to save the kingdom of Informia. Here, a fictional setting and storyline is used to help users
develop the ability to spot and fight disinformation in the real world. Similar formats may help P/CVE
actors to facilitate knowledge and skills pertaining to the prevention of radicalization.
Applying gamification elements
Many elements used in gamification may be more or less directly applicable to the P/CVE context. For
instance, Chou
60
details various gamification techniques such as the building of virtual peer mentorship
schemes or utilizing epic narratives and a search for meaning/identity to set the stage for the gamified
application. This may nudge users into imagining themselves as part of a meaningful group on a mission
to positively influence its surroundings (what Chou calls ‘humanity hero’), which might be immediately
transferrable to working with those at risk or in the process of deradicalization. Quests are another
element that might be easily incorporated in existing procedures, depending on the nature of the
preventive or intervention measures. For instance, suggesting quests to participants in universal
prevention settings, e.g. in schools, may be suitable to encourage participants to take theoretical
knowledge gained during the workshop or lesson into the real world and take action against polarizing
tendencies within their immediate surroundings.
61
Points, badges, trophies, progress bars and other achievement measures may be applied, for instance,
in long-term engagement with individuals. Not only might such gamified applications increase
engagement but also give participating individuals visible measures of their own progress within the
context of the intervention program. While feedback from the program coaches cannot and should not
be replaced by mere quantitative indicators of progress, some individuals may respond favorably to
54
Alhabash & Wise (2012) “PeaceMaker”; Alhabash & Wise (201 5) “Playing their game”;
55
Chudhar & Kampf (2014) “Learning about Conflict and Nego tiations through Computer Simulations”; Kampf & Choudhar (2015) “Do compu ter games enhance
learning about conflicts?”
56
http://game.extremismus.info/
57
Cooley & Cooley (2020) “Child’s play: Cooperative gaming as a tool of deradicalization”
58
Pelletier & Drozda-Senkowska (2020) “Virtual reality a s a tool for deradicalizing the terrorist mind”
59
https://innovation.dw.com/fighting-the-infodemic-one-game-at-a-time/
60
Chou (2015) Actionable Gamification
61
See Ramirez & Squire (2014) “Gamification and learning” on the use of quests and other element in educational settings
14
such gamified elements as they present an ‘objective’ measurement of how far they have come. As
discussed under “Measures of Influence”, not all players are motivated by the same gamified elements.
Similarly, which gamified elements are most useful might change throughout a user’s journey through
the application or, in the case of P/CVE, over the course of the intervention. Gamification offers
practitioners another tool to personalize intervention measures aimed at individuals or small groups
depending on what motivates them and keeps them engaged. It can therefore help to further tailor
P/CVE measures to different cognitive styles of participants while offering them engaging elements to
facilitate commitment.
If gamified elements are used in P/CVE, they should be used for the sake of the participants. However,
gamification via points, badges and other achievement measures may also benefit practitioners and
program evaluators. Evaluation of P/CVE and deradicalization interventions is a contested issue, ranging
from the question of what constitutes ‘success’ in such a setting, concerns pertaining the comparability
of cases, the impossibility of proper control groups, the privacy of participants, and sometimes even the
unwillingness to publish internal evaluations for strategic reasons. The quantifiability of engagement
and ‘progress’ gamified elements provide may aid evaluation and reporting practices of P/CVE actors as
it allows for a comparability of individual cases. For example, reporting to evaluators that out of 15
participants 13 earned more than 80% of the badges available for different activities may be a useful
way of showcasing engagement results regardless of the unique circumstances of each case.
Gamification allows for a high degree of personalization and participants may earn different types of
badges for different types of activities and engage with different (ideological) content. However,
because the overall number of achievement measures or the number of points on a progress bar may
be comparable, reporting on a large variety of individual cases may become easier.
| Conclusion
The gamification of radicalization is an emerging phenomenon that has only come to the forefront of
attention in the last few years. Therefore, the evidence base researchers and practitioners can draw
from is limited and anecdotal. From the limited evidence available and the transfer of research findings
on gamification generated in other fields, we can draw the following preliminary conclusions:
| Extremist actors seem to be aware of the benefits of gamification and seek to utilize them
for strategic purposes (top-down gamification).
| Certain individuals, groups and online communities are increasingly using gamified elements
and gaming language to make sense of their reality and to gamify their radicalization
processes or attacks (bottom-up gamification).
| A diverse range of psychological mechanisms underpins gamification and make it useful for
extremists, including an increase of pleasure, positive reinforcement, empowerment of
15
users, peer competition, and social relatedness. These and other potential benefits of
gamification deserve more attention in the context of radicalization processes to support a
holistic understanding of digitally-mediated radicalization.
| The potential benefits of using gamification in P/CVE have not been explored yet, but limited
encouraging evidence exists on the possibilities afforded by video games in this context. A
discussion on the implementation of gamification in P/CVE is urgently needed.
Gamification is here to stay, in fact it “may just become the normal way we design, implement, and
interact with the world around us”.
62
Given the increasing proliferation of gamified elements and human-
centered design in commercial, educational, and professional settings coupled with the fact that
extremists are usually early adopters of new technological affordances, it must be regarded as highly
likely that the gamification of propaganda tools, extremist online communities and, ultimately,
radicalization processes will not only continue but accelerate. More research is needed into the exact
mechanisms and the different forms of gamification employed by extremists and their supporters in
various circumstances. Practitioners too will have to engage with this issue and specifically with both
the difficulties in countering the influences of gamification on digitally-mediated radicalization processes
and the possibilities of incorporating gamified elements into new or existing P/CVE measures. If
gamification is likely to become an increasingly important element of digital extremist conduct, it is best
to start engaging with the topic now rather than playing catch-up in the future.
| Recommended Reading & Listening
Gamification and its applications
Chou, Y-K. (2015).
Actionable Gamification: Beyond Points, Badges, and Leaderboards
. Octalysis Media:
Milipitas, CA
Chou, Y-K. (2014). Ted Talk “Gamification to Improve our World”. Available at:
https://www.tedxlausanne.com/talks/yu-kai-chou/
McGonigal, J. (2010). Ted Talk “Gaming Can Make a Better World”. Available at:
https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
Zichermann, G. (2014). Ted Talk “The Future of Creativity and Innovation is Gamification”. Available at:
https://www.youtube.com/watch?v=ZZvRw71Slew&list=WL&index=4&t=0s
Gamification of radicalization
Lakomy, M. (2019). Let's Play a Video Game:
Jihadi
Propaganda in the World of Electronic
Entertainment.
Studies in Conflict & Terrorism. Vol. 42
(4), pp. 383-406
Schlegel, L. (2020). Jumanji Extremism? How games and gamification could facilitate radicalization
processes.
Journal for Deradicalization. Vol. 23
. Available at:
https://journals.sfu.ca/jd/index.php/jd/article/view/359/223
62
Chou (2014) Actionable Gamification, p. 20
16
Tech against Terrorism (May 13, 2020): Podcast Episode How are terrorists and violent extremists
using gamification?”. Available at: https://www.techagainstterrorism.fm/how-are-terrorists-
and-violent-extremists-using-gamification/
Games in P/CVE
Cooley, A. and Cooley, S. (2020). Child’s Play: Cooperative Gaming as a Tool of Deradicalization.
Journal
for Deradicalization Vol. 23
. Available at:
https://journals.sfu.ca/jd/index.php/jd/article/view/363/227
Davarsi, P. (2016). Empathy, Perspective and Complicity: How digital games can support peace
education and conflict resolution. Available at:
https://unesdoc.unesco.org/ark:/48223/pf0000259928
Pelletier, P. and Drozda-Senkowska, E. (2020). Virtual reality as a tool for deradicalizing the terrorist
mind: Conceptual and methodological insights from intergroup conflict resolution and
perspective-taking research.
Peace and Conflict: Journal of Peace Psychology.
https://doi.org/10.1037/pac0000442
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The Gameful World: Approaches, Issues, Applications
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Zimmerman, E. (2014). “Manifesto for a Ludic Century” in Walz, S. and Deterding, S. (eds).
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... At the time of writing, a mere four years have passed since this attack -a very short timeframe in which to adapt P/CVE measures to the gaming realm. Although a number of theoretical discussions on potential opportunities for P/CVE in the digital gaming spaces have been developed since 2019 (e.g., RAN, 2021aRAN, , 2021bSchlegel, 2021), very few P/CVE measures featuring gaming-related elements have been implemented so far. Even fewer have been analyzed and evaluated. ...
... Gamification may be defined as the "use of game design elements within non-game contexts" (Deterding et al., 2011) and refers to the transfer of game components such as points, leaderboards, or badges to contexts not traditionally regarded as spaces of play. It is often associated with the attempt to motivate a desired behavior (change) in participants, e.g., to recycle their garbage, work out, or take their medication on time (Schlegel, 2021(Schlegel, , 2022. Not only extremists, but also civil society organizations and P/CVE actors have begun to use gamified applications (Lakhani et al., 2022). ...
... This suggests that gamification may also be applied to initiatives to prevent or counter extremism. Indeed, recent theoretical contributions indicate that "gamification4good" could be successfully employed by P/ CVE actors in multiple ways (RAN, 2021a;Schlegel, 2021). This includes, but is not limited to, the use of gamified elements to motivate counterspeech efforts, employing concepts such as raids, quests, and narratives in digital P/CVE work to motivate users to learn more about counterextremism, or to integrate gamified elements in existing P/CVE projects, e.g. by introducing caption competitions or similar game elements on existing P/CVE-related Instagram channels. ...
... 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.
... Already in the early 2010s, some jihadist online forums featured game elements, such as the opportunity to collect points for each comment they posted to reach the next 'level', and only granting users achieving a high 'level' access to certain parts of the forum. 504 British right-wing extremists have used a similar approach offline by distributing flyers detailing a point system for attacking Muslims, such as: "Pull the head-scarf off a Muslim 'woman'" (25 points); "Beat up a Muslim" (100 points); and "Burn or bomb a mosque" (1,000 points)". 505 Some right-wing extremist attackers have also included video game elements in their manifestos. ...
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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.
... Par ailleurs, des groupes extrémistes et des individus radicalisés ont transposé des éléments de jeu tels que des systèmes de points, niveaux, classements, quêtes et réalisations dans des contextes extérieurs au jeu -pratique dite de ludification. Au début des années 2010, certains forums djihadistes en ligne reprenaient déjà des éléments de jeu, tels que la possibilité de cumuler des points en publiant des commentaires pour atteindre le « niveau » supérieur, et en réservant l'accès à certaines parties du forum aux utilisateurs ayant atteint un « niveau » élevé 504 . Des militants britanniques d'extrêmedroite ont utilisé une approche similaire hors ligne en distribuant des tracts où figurait un système de points pour agresser des musulmans : « Arracher le foulard d'une " femme " musulmane (25 points), « Tabasser un musulman (100 points) » et « Incendier ou faire sauter une mosquée (1 000 points) » 505 . ...
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présentation détaillée de la chaîne de valeur des jeux vidéo
... There is evidence that gamification has been used both strategically by extremist groups to facilitate engagement with propaganda as well as organically by individuals who are radicalized but not affiliated to a specific group (RAN, 2021a). For example, jihadist groups have employed "radicalization meters" in their online forums to visualize users' degree of radicalization and the far-right Identitarian Movement sought to develop an app, Patriot Peer, through which individuals could collect points for attending certain events, participating in demonstrations, or visiting certain historical sites (Schlegel, 2021). Some right-wing extremist attacks too arguably employed gamified elements (Lakhani & Wiedlitzka, 2022). ...
... One way of conceptualising the role of gamification it is being propagated by extremist organisations or if they are being propagated in an unstructured, low-level manner. Schlegel (2021), borrowing an analogy from the famous debate between Marc Sageman and Bruce Hoffman, uses a "top down" vs "bottom up" demarcation to highlight this difference. The former relates to the strategic use of gamification, such as rankings or badges on online forums such as Patriot Peer. ...
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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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Der Impuls gibt Einblicke in die Aneignung von Spielekultur durch extremistische Akteur*innen im Phänomenbereich “Islamistischer Extremismus”. Anhand von Beispielen wird nachgezeichnet, wie Islamist*innen versuchen, digitale Spiele für ihre Zwecke zu instrumentalisieren. Zudem werden Empfehlungen zur Adressierung von Islamismus im Kontext digitaler Spielekultur ausgesprochen.
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Soziale Medien sind allgegenwärtig. Ob Facebook, Instagram oder TikTok-immer mehr Menschen nutzen diese Plattformen, um ihre Erlebnisse, Meinungen und Interessen direkt mit anderen zu teilen. Doch was bedeutet das für unsere Erfahrungen in diesen digitalen Räumen-und welche Effekte hat dies auf unsere politische Meinungsbildung? Insbesondere immersive Erfahrungen, die Nutzer:innen in diesen Medienumgebungen erleben, können starke emotionale Wirkungen hervorrufen und politische oder ideologische Einstellungen beeinflussen. In diesem Blogbeitrag beschäftigten wir uns mit diesen immersiven Effekten von Social-Media-Plattformen. Neben einer detaillierten Auseinandersetzung mit der Frage, was Immersivität in diesem Zusammenhang genau bedeuten kann, stellen wir vor dem Hintergrund medien-und kommunikationswissenschaftlicher sowie psychologischer Konzepte und Theorien Mechanismen vor, die zur Immersivität rechter Kommunikation in sozialen Medien beitragen. Basierend auf diesen Erkenntnissen geben wir abschließend Handlungsempfehlungen, die darauf abzielen, präventive und repressive Maßnahmen gegen den missbräuchlichen und antidemokratischen Einsatz immersiver Umgebungen zu entwickeln.
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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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Research in the field of countering violent extremism (CVE) has grown significantly in the last few decades. This research project contributes to the CVE literature by studying narratives as tools of reflections on self-identity designed intentionally within gaming exercises to help contextualize and account for as much environmental complexity as possible. This paper provides theoretical understandings of narratives (and their role in our lives), discusses narratives as they relate to violent extremist ideologies, and proposes how narrative reflections may serve as a deradicalization tool within cooperative games. Additionally, this article highlights elements of narrative reflection within current CVE resources and provides a list of exercises (games) that can be used in the field to promote narrative reflections.
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The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity. Previous research, although not entirely conclusive, generally supports the hypothesis underlying this aim. However, previous studies have often treated gamification as a generic construct, neglecting the fact that there are many different game design elements which can result in very diverse applications. Based on a self-determination theory framework, we present the results of a randomized controlled study that used an online simulation environment. We deliberately varied different configurations of game design elements, and analysed them in regard to their effect on the fulfilment of basic psychological needs. Our results show that badges, leaderboards, and performance graphs positively affect competence need satisfaction, as well as perceived task meaningfulness, while avatars, meaningful stories, and teammates affect experiences of social relatedness. Perceived decision freedom, however, could not be affected as intended. We interpret these findings as general support for our main hypothesis that gamification is not effective per se, but that specific game design elements have specific psychological effects. Consequences for further research, in particular the importance of treatment checks, are discussed.
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In the present study, we applied the quest for significance model of radicalization to explain the use of political violence. According to the model, when people experience loss of personal significance (e.g., due to social rejection, achievement failures, or abuse) the motivation to restore significance may push them toward the use of extreme means. We tested this prediction in a sample of individuals who have committed ideologically motivated crimes in the United States (n = 1496). We found that experiences of economic and social loss of significance were separate and positive predictors related to the use of violence by perpetrators of ideologically motivated crimes. We also found evidence that the presence of radicalized others (friends but not family members) in the individuals' social network increased their likelihood of using violence.
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Lone-wolf terrorism has been regarded as a serious threat to public safety in recent years. Moreover, the phenomenon appears to be increasing at an alarming rate. However, the gap between the perceived threat of lone-wolf terrorism, on the one hand, and the almost exclusive scholarly focus on group-based terrorism, on the other hand, indicates the need for more conceptual and empirical examinations of the lone-wolf terrorism. One perspective highlighted in this article is the use of online communication platforms. Lone-wolf terrorism has been regarded as a serious threat to public safety in recent years. After reviewing the role of these platforms for lone-wolf terrorists in general and for the “new” al-Qaeda, in particular, the paper concludes with proposed potential counter-terrorism measures applicable to this new arena.
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What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmicincentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
Chapter
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmicincentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
Chapter
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmicincentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
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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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Previous research on the interaction with game design elements in an educational setting has presented both desirable and undesirable outcomes, but misses out on a theoretical and empirical explanation of the underlying psychological processes at work when interacting with gamified systems. This article aims at gaining an in-depth understanding of the power of gamification as shaping motivation based on the principles of basic psychological need satisfaction derived from Self-Determination Theory. This study is based on the qualitative analysis of 125 surveys (n = 40) and 2 focus group interviews (n = 7) gained throughout a 15-week university master course in which students voluntary interacted with a gamified platform. The results show the ambivalent motivational power of game elements in technology-supported learning environments – affording feelings of autonomy, competence and relatedness in some cases, thwarting them in others – with situational factors playing an important role in this process. These findings aid in understanding the workings of gamification and might help in explaining the mixed results about the effectiveness of gamification reported in previous literature. Conclusions and avenues for future research are reported.