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oapen-20.500.12657-875282024-03-28T14:03:14Z Gaming and Extremism Schlegel, Linda Kowert, Rachel Gaming video games digital games extremism video game ecosystems video game culture gaming platforms streaming platforms Discord Twitch Steam DLive thema EDItEUR::A The Arts::AB The arts: general topics thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGN Digital animation thema EDItEUR::N History and Archaeology::NH History thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPH Political structure and processes thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPW Political activism / Political engagement::JPWL Terrorism, armed struggle thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming 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. 2024-02-06T08:59:40Z 2024-02-06T08:59:40Z 2024 book ONIX_20240206_9781003850397_7 9781003850397 9781032483016 9781032482996 9781003388371 9781003850533 https://library.oapen.org/handle/20.500.12657/87528 eng application/pdf n/a 9781003850397.pdf Taylor & Francis Routledge 10.4324/9781003388371 10.4324/9781003388371 7b3c7b10-5b1e-40b3-860e-c6dd5197f0bb b818ba9d-2dd9-4fd7-a364-7f305aef7ee9 9781003850397 9781032483016 9781032482996 9781003388371 9781003850533 Knowledge Unlatched (KU) Routledge 234 Oxford [...] Knowledge Unlatched open access
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Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. 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.
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