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Posts tagged gaming and extremism
Online Safety and the Regulation of Gaming Platforms and Services

By Ellen Jacobs, Ella Meyer, Helena Schwertheim, Melanie Döring and Terra Rolfe

The global gaming industry is now worth more than both the film and music industries combined, with an estimated 3.2 billion gamers worldwide. As such, greater attention has paid in recent years to the online safety risks associated with gaming. This includes both gaming-specific companies and the wider ecosystem of gaming-adjacent social media platforms, particularly in the context of online hate and misogyny, extremism and radicalisation, and child safety issues (such as grooming and cyberbullying). Significant progress has been made in understanding how online harms are perpetrated in online gaming spaces. Recognising these risks, policymakers have crafted new digital and online safety regulations such as the EU’s Digital Services Act (DSA) and the UK’s Online Safety Act (UK OSA) to increasingly apply to gaming or gaming-adjacent companies. However, such regulations are still in the early stages of implementation and enforcement, and the extent to which gaming companies or services are within scope can be unclear. This policy brief provides a summary of the current evidence on the nature and extent of these risks and highlights remaining gaps and challenges to building out this evidence base. It also provides an overview of existing government approaches to enhancing online safety in gaming, including both regulatory and non-regulatory efforts, as well as industry and civil society initiatives. Special attention is given to existing regulatory frameworks in the EU (DSA, Terrorist Content Online Regulation), the UK (UK OSA) and Australia (Online Safety Act), to understand how and how far they may provide higher standards of online safety to gamers. Finally, the brief explores both existing and proposed mitigation strategies to enhance online safety in gaming. Throughout, the brief provides recommendations for governments, regulators, researchers and industry. The DPL supports collaboration through a multi-stakeholder approach to develop a better understanding of the risks posed in online gaming spaces and how best to mitigate them

Amman Berlin London Paris Washington DC: Institute for Strategic Dialogue (2024) 47p

The Online Gaming Ecosystem: Assessing Digital Socialisation, Extremism Risks and Harms Mitigation Efforts

By Galen Englund and Jessica White

This report provides a review of the research on the exploitation of gaming and gaming‑adjacent platforms by violent extremists and the policies seeking to mitigate the impact of that exploitation. There is increasing interest in the nexus of online gaming and (violent) extremism. This report builds on the work of the Extremism and Gaming Research Network (EGRN) to provide a primer for those new to this space and an updated state of play of the cutting‑edge research taking place among members of the network and beyond. The report is divided into three sections. First, it lays out the online gaming ecosystem. The report identifies gamers, the unique individual and community identity formations that can happen in these spaces and the multifaceted environment in which this takes place, including games, gaming‑adjacent spaces and beyond. Second, it builds upon and enhances a typology of potential harms in the online gaming ecosystem. This typology allows clarification of the different ways in which extremism can both spread through these spaces and how extremists can specifically exploit these spaces and communities. Third, it provides an overview of some of the efforts that are currently ongoing to mitigate these potential harms. This includes efforts in the tech industry to reinforce policies and moderation efforts, by game designers to address potential challenges at an early stage and by practitioners who use online gaming engagement or gamification to prevent and counter violent extremism effectively. Finally, the report concludes by looking to the future of this exponentially expanding space. It offers some recommendations for research, policy and practice to better understand and address the threat of extremism within online gaming to protect and enhance online gaming as a positive engagement space.

London: Global Network on Extremism & Technology, 2023. 36p.