Gaming and Extremism The Radicalization of Digital Playgrounds
Materialtyp:
ArtikelUtgivningsinformation: Oxford Taylor & Francis Routledge [Imprint] 2024Beskrivning: 1 electronic resource (234 p.)Innehållstyp: - text
- computer
- online resource
- 9781003388371
- 9781003850397
- 9781003850533
- 9781032482996
- 9781032483016
- The Arts
- Society and Social Sciences
- Society and culture: general
- Cultural and media studies
- Cultural studies
- Media studies
- Politics and government
- Political structure and processes
- Political activism / Political engagement
- Terrorism, armed struggle
- History and Archaeology
- History
- Computing and Information Technology
- Graphical and digital media applications
- Digital animation
- Computer programming / software engineering
- Games development and programming
- DLive
- Discord
- Gaming
- Steam
- Twitch
- digital games
- extremism
- gaming platforms
- streaming platforms
- video game culture
- video game ecosystems
- video games
Open Access Unrestricted online access star
Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers. The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
Accessibility options of PDF file not available
Creative Commons Licence cc by-nc-nd cc https://creativecommons.org/licenses/by-nc-nd/4.0/
eng
Freely available e-book