Gaming and Extremism

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B01=Linda Schlegel
B01=Rachel Kowert
Category1=Non-Fiction
Category=JBCC
Category=JBCT
Category=JFC
Category=JFD
Category=JPH
Category=JPWL
Category=UGN
Category=UMK
COP=United Kingdom
counterterrorism strategies
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digital games
digital subcultures analysis
Discord
DLive
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eq_computing
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eq_non-fiction
eq_society-politics
extremism
extremist networks in gaming communities
Gaming
gaming platforms
hate speech moderation
Language_English
online radicalization research
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preventing violent extremism
Price_€100 and above
PS=Forthcoming
social media recruitment
softlaunch
Steam
streaming platforms
Twitch
video game culture
video game ecosystems
video games

Product details

  • ISBN 9781032483016
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 21 Mar 2024
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
  • Language: English
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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.

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.

Linda Schlegel is a Research Fellow at modusIzad, a founding member of the Extremism and Gaming Research Network, and an Associate Fellow at the Peace Research Institute Frankfurt. Her research interests include gaming/gamification and radicalization, digital P/CVE, and narrative campaigns against extremism.

Rachel Kowert is a Research Psychologist, the Research Director of Take This, and the founder of Psychgeist, a multimedia content production studio for the science of games and pop culture. She is a world-renowned researcher on the uses and effects of digital games and currently serves as one of the primary investigators on the first grant-funded project from the Department of Homeland Security about games and extremism. To learn more about Rachel and her work, visit www.rkowert.com.