Open Access Publisher and Free Library
10-social sciences.jpg

SOCIAL SCIENCES

EXCLUSION-SUICIDE-HATE-DIVERSITY-EXTREMISM-SOCIOLOGY-PSYCHOLOGY-INCLUSION-EQUITY-CULTURE

Video Gaming and (Violent) Extremism: An Exploration of The Current Landscape, Trends, and Threats 

By Suraj Lakhani 

This paper provides an overview of the intersection between (violent) extremism and video gaming, examining the current landscape, trends, and threats. Analysing existing literature and open-source materials, this paper discussesthe types of games, platforms, and services that are vulnerable to this type of infiltration and use; particularly focussing on content, platform features, and overlaps. The paper also examines a number of recurrent themes, including: ‘radicalisation, recruitment, and reinforcing views’; ‘community building and strengthening’; and ‘extremist online ecosystems’. Thereafter, the responses to (violent) extremism from various platforms will be explored, before reflecting on current challenges and future considerations. Video gaming is considered to be one of the most consistent and fastest-growing sectors. It is estimated that there are around 2.8 billion gamers around the world (Gilbert, n.d.). As part of this, online gaming represents one of the biggest industries globally with over 900 million gamers and an estimated annual revenue of USD 18 billion (Clement, 2021). This growth is not only attributed to the development of online games and communities, but also to the game hosting and adjacent communications platformsthat have been specifically designed for gamers and gaming, including Steam, Stadia, Twitch, Discord, and DLive (ADL, 2019). There are numerous (often overlooked) positive economic, health, social, and psychological benefits of gaming (ADL, 2019; Schrier, 2019). During the COVID-19 pandemic, for example, in which people have been isolated from their social groups for lengthy periods of time, online gaming has brought numerous benefits, with players reporting positive experiences such as making friends, feeling as though they are a part of various communities, finding new interests, and discovering new aspects about themselves (ADL, 2020). However, as technology develops, so do the associated harms, with new challenges constantly presented. VIDEO GAMES AND (VIOLENT) EXTREMISM A growing concern within European Union (and for that matter global) policy, security, and counter-terrorism circles is the increasing intersection between video gaming and (violent) extremism (EU, 2020; RAN, 2021). In a recent Radicalisation Awareness Network paper (RAN, 2021), it was suggested that extremists and terrorists, who are often pioneers in the digital space, are afforded new opportunities through gaming and associated platforms. These individuals ‘have introduced innovations faster than we have been able to respond, and as a result, have grown their digital advantage’ (ibid: 3). There are concerns that video games and associated (adjacent) platforms can be used to disseminate digital propaganda (Lakomy, 2019), and for purposes of radicalisation and recruitment (EU, 2020; Europol, 2021). However, as will be discussed in depth in this paper, the relationship between radicalisation, recruitment, and gaming is often complicated, with current literature challenging whether these outcomes are (violent) extremists’ primary intentions, with, instead, reinforcing beliefs, community building and strengthening, and developing more robust online ecosystems appearing to hold more prominence (Davey, 2021). It is critical to mention, however, that there is a distinct lack of (particularly empirical) research and literature in this area of study (Lakomy, 2019), with work at a nascent stage (Robinson and Whittaker, 2021), something that is particularly evident in relation to online gaming, video game hosting, and adjacent communications platforms (Davey, 2021). Although a varied and complex phenomenon (RAN, 2020), and one with numerous considerations, there have been various (often anecdotal) examples of the intersection between video gaming and (violent) extremism by jihadists, far-right violent extremists, and ethno-nationalist groups. Resultantly, ‘the search for any one narrative being used by such a varied group in such a varied array of circumstances would be an exercise in futility’ (ibid: 4). Saying that, most notably in Europe, there has been particular concern over the digital recruitment tactics of far-right (violent) extremists (RAN, 2021), where it is thought that they are ‘firmly anchored in the online gaming community, while the presence of Islamist terrorists can also be observed, albeit to a lesser extent’ (EU, 2020: 4). According to Europol’s (2021: 90) EU Terrorism Situation and Trend Report, ‘it can be noted that the use of video games, gaming platforms and forums, as well as gamer channels for spreading right-wing extremist propaganda has been a growing trend.’ Further, ‘(v)ideo games and video game communication applications were increasingly used in 2020 to share right-wing terrorist and extremist propaganda, in particular among young people’ (ibid: 78). This, of course, coincides with the rapid growth of far-right violent extremism and associated attacks, as documented by initiatives like the Global Terrorism Index. With this in mind, the focus of this paper predominantly lies with far-right (violent) extremism, though jihadist involvement is discussed where relevant, and arguably should not be overlooked nor underestimated.   

Luxembourg: Publications Office of the European Union, 2021 24p.