Gaming Community of Practice: The Gaming Community of Practice (GCoP) was formed to foster collaboration, knowledge sharing, and innovation among practitioners in the gaming industry alongside global experts. The group aimed to inform the development of best practices and guidance to prevent terrorists and violent extremists (TVE) from exploiting games, gaming-adjacent services, and the gaming community. Leading members of the Extremism and Gaming Research Network (EGRN) produced a series of outputs based on Working Group meetings to guide online gaming companies in better awareness of TVE threats and how to counter them. Galen Lamphere-Englund worked with GIFCT to produce a report on Prevent, Detect, and React: A Framework for Countering Violent Extremism on Gaming Surfaces as well as an annotated 2024 Resource List: Violent Extremism, Radicalization, and Gaming. Rachel Kowert and Sarah Chittick produced a brief guide for companies on Threat Surfaces in Games: Challenges and Best Practices. The group’s gaming platforms also explored how best expanded threat signal sharing could evolve, which will take form further as GIFCT’s Investigator’s Community of Practice in 2025.