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Posts tagged terrorism trends
Global Terrorism Threat Forecast 2025

By Rohan Gunaratna

SYNOPSIS As we enter the new year, armed conflicts continue to rage across the globe, destabilising nations, regions, and even the global order. Terrorist attacks and state responses create ripple effects, which not only shape the battlefields but redefine states, fragment societies, and radicalise communities. What does the terrorism threat landscape look like in 2025?

COMMENTARY Global terrorism will remain a persistent and pervasive threat to the stability and peace of the world. The Islamic State, Al Qaeda, and Iran-sponsored Shiite and Sunni militia have exacerbated instability around the globe, while geopolitical competitions have polarised and fragmented the community of nations. Unless governments work together to mitigate common security challenges, threat actors will exploit the gaps, loopholes, and weaknesses in global security systems. All nations need to be steadfast in preventing and preempting threats from taking root and facing up to threats from state and non-state actors including lone wolf attackers. In addition to disinformation operations, threat actors will attack information infrastructure. Nations will need to secure the online domain as hostile states increase their cyberattacks, sabotage infrastructure, assassinate public officials, and engage in espionage.

S. Rajaratnam School of International Studies, NTU Singapore 2025. 5p.

European Union Terrorism Situation and Trend Report: 2024

By Europol

  The European Union Terrorism Situation and Trend Report (EU TE-SAT) 2024 is a situational overview, presenting figures, major developments and trends in the terrorism landscape in the EU in 2023. The report is based on qualitative and quantitative data provided by the Member States on terrorist attacks, arrests and convictions and penalties for terrorist offences. Additionally, Europol’s cooperation partners provided valuable qualitative information and assessments, to facilitate reflection on developments beyond the EU that affect the security of the Union and its citizens. Information on convictions and acquittals for terrorist offences, as well as on amendments to national legislation on terrorism provided by Eurojust and based on data shared by Member States, complements the report. According to EU Directive (EU) 2017/541 on combating terrorism , which Member States had an obligation to transpose into their national legislation by 8 September 2018, terrorist offences are criminal acts carried out with the aim of seriously intimidating a population, unduly compelling a government or international organisation to perform or abstain from performing any act, or seriously destabilising or destroying the fundamental political, constitutional, economic or social structures of a country or an international organisation. The EU TE-SAT identifies and elaborates on various forms of terrorism motivated by specific ideologies . These include jihadist terrorism, right-wing terrorism, left-wing and anarchist terrorism, ethno-nationalist and separatist terrorism, and other forms of terrorism. Notwithstanding the existence of different legislative frameworks at the national level, Directive (EU) 2017/541 establishes minimum EU rules concerning the definitions of offences and related sanctions in counter-terrorism and provides a harmonised definition of terrorist offences. On this basis, the EU TE-SAT provides statistical data on terrorist attacks, arrests and convictions in Member States. At a national level, the legislation pertaining to terrorism varies within the limits set by the aforementioned Directive, as Member States are afforded a certain degree of flexibility in their legislative processes. Consequently, the quantitative analysis presented in the EU TE-SAT reflects Member States’ definitions of terrorist offences according to their national legislation. It should be noted that these definitions may be broader in scope than the definitions set out in Directive (EU) 2017/541, although they cannot have a narrower scope. While the primary scope of the EU TE-SAT is to present the situational picture on terrorism, the report also presents specific violent extremist incidents, acts, activities and developments, reported by the Member States. While the quantitative overview of terrorist attacks, arrests, convictions and penalties does not include instances of violent extremism, the latter is included in the report for contextualisation purposes and to provide a more comprehensive picture of the security threats to the Union.   

Publications Office of the European Union, Luxembourg. 2024. 72p.

30 Years of Trends in Terrorist and Extremist Games

By Emily Thompson and Galen Lamphere-Englund

Violent extremist, terrorist, and targeted hate actors have been actively exploiting video games to propagandise, recruit and fundraise for more than 30 years. This report presents an analysis of that history using a unique dataset, the Extremist and Terrorist Games Database (ETGD), developed by the authors. It contains 155 reviewed entries of standalone games, modifications for existing games (mods) and browser‑based games dating from 1982 to 2024. The titles analysed appear across the ideological spectrum: far right (101 titles), jihadist (24), far left (1) and other forms of extremism and targeted hate (29), including school‑massacre ideation (12). They span platforms ranging from simple standalone games for Atari in the 1980s to sophisticated mods for some of today’s most popular games. The number of titles has increased year on year – in line with global conflict and extremist ideological trends, and revealing a continued push by malicious actors to exploit gaming. Meanwhile, the means of distribution have shifted from violent extremist organisations and marketplaces – such as white supremacist, neo‑Nazi and jihadist organisations – to distributed repositories of extremist games hosted on internet archives, Ethereum‑hosted file‑sharing, Telegram and with subtly coded titles on mainstream platforms like Steam. While most of the titles in the ETGD are available for free, several that have been sold (often at symbolic prices like $14.88 or $17.76) appear to have generated revenue for groups ranging from Hezbollah to the National Alliance, an American neo‑Nazi group. Through new analysis of Steam data, we also show that a small number of extremist and targeted hate titles have generated almost an estimated $600,000 in revenue for small publishers on the platform. Far from being a comprehensive analysis of the ETGD, we intend this preliminary launch report to form a basis for future research of the dataset and a framework for continued contributions to the ETGD from Extremism and Gaming Research Network (EGRN) members. Above all, we seek to contribute to sensible policymaking to prevent violent extremism that situates games as part of a wider contested and exploited information space, which deserves far more attention from those working towards peaceful ends.

Complete recommendations are provided in the conclusion section of this report, but include the following: 1. Prohibit and prevent violent extremist exploitation: Gaming platforms should explicitly prohibit violent extremist and terrorist behaviours and content. Leadership exists here from Twitch, Discord, Microsoft/Xbox and the affiliated Activision‑Blizzard. a. Audio and video platforms, such as Spotify, Apple Music and YouTube should seek to identify extremist gaming content currently available under misleading titles and tags. b. Flag and remove extremist titles across platforms: Hashing and preventing outlinking to ETGD games and links should be a priority across platforms. 2. Improve reporting mechanisms: Platforms must improve reporting mechanisms to make it easier for players to report violative content found in games and in‑game conduct. 3. Understand and take down distributed repositories: Larger repositories of extremist gaming content readily available on the surface web accelerate user exposure. 4. Collaborate across sectors: Addressing the spread of extremist games requires a collaborative effort between tech companies, government agencies and civil society organisations. 5. Educate across sectors: Programmes supporting educators and frontline community moderators should be developed. 6. Support research and innovation: Including cross‑sector initiatives like the Global Network on Extremism and Technology (GNET) and EGRN, which produced this database. 7. Enhance regulatory frameworks: Governments should update regulatory frameworks applying to digital platforms, recognising the nuances of gaming platforms and complying with human rights. 8. Encourage positive community engagement: Thoughtful, well designed community guidelines, moderation policies and reporting mechanisms can support community‑building.

London: The Global Network on Extremism and Technology (GNET). 2024. 40p.