Policing Extremism on Gaming Adjacent Platforms: Awful but Lawful?
August 22, 2025
Since the inception of video games, extremist groups have been able create, modify, and weaponise this media for activism and their campaigns. More recently, however, the emergence of gaming-adjacent platforms (most notably Discord, Twitch and Steam) has become a key organisational tool for recruitment and community-building; something that policing communities all over the world have ...
Serious Games and Game Performance Before and During the Israel-Hamas War: The Case of Fact Finders and PeaceMaker
May 30, 2025
This study examines the impact of players’ gender and nationality on game performance before and during the Israel-Hamas war. The study focuses on two games for social impact revolving around intractable conflicts: PeaceMaker (Israeli-Palestinian conflict) and Fact Finders (Cyprus Conflict). We conducted three case studies with 510 undergraduates voluntarily playing the aforementioned games and reporting ...
Video Gaming and (Violent) Extremism: An exploration of the current landscape, trends, and threats
April 28, 2025
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 discusses the types of games, platforms, and services that are vulnerable to this type of infiltration and use; particularly focussing on content, platform features, and overlaps. ...
Toxic play: Examining the issue of hate within gaming
December 4, 2024
This article examines the problem of hate and toxic behavior in gaming. Videogames have risen to become a dominant cultural form, seeing significant increases in players, playtime, and revenue. More people are playing games than ever before, broadening “gamers” into a highly diverse demographic. Yet this rise has been accompanied by a growing recognition of ...
The Development of Video Game Representations of the Middle East
September 16, 2024
This article critically explores the historical representation of the Middle East in video games until 2002 and following the 9/11 event. Using thematic analysis, we identify four main themes and discuss how this representation shifts with time, offering a brief overview of the broader context. I argue that there is a clear association between political ...
Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry
August 28, 2024
There has been an increased focus on reducing hate, harassment, and extremist exploitation in digital games through solutions from community management, trust and safety, and design perspectives. Despite this attention, the industry lacks basic standards around these issues and efforts in this area are stymied by the ubiquity of “toxic gamer culture” and fears in ...
Only Playing: Extreme-Right Gamification
August 9, 2024
VOX-Pol Blog Post. ...
From Gaming to Hating: Extreme-Right Ideological Indoctrination and Mobilization for Violence of Children on Online Gaming Platforms
September 18, 2023
As a consequence of numerous extreme-right terror attacks in which the perpetrators posted their manifestos and attack life streams on online platforms adjacent to the video gaming community, as well as radicalized within that environment to a significant degree (e.g., Christchurch, New Zealand; Halle, Germany), increasing scholarly and policymaker interest is focusing on far-right radicalization ...