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Tracking down the Candy Crush Terrorist: the fragile relation between gaming motives and radical attitudes
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The gaming ecosystem is increasingly observed with the concern that it could pose a threat to public safety, and research accumulates evidence for blatant extremism in the surrounding online space of games. Currently, a connection between gaming and extremism can be established through identity related processes, e.g., gaming-related radicalization elements, distal to gaming itself, such as gaming communities and culture. However, this also raises the question of what the precise function of proximal gaming factors, such as gameplay, mechanics, stories, or game-play motivations, is in the relationship between gaming and extremism. This article aims to shed light on the relation of gaming and extremism by identifying individual profiles of videogame playing based on gameplay motivations and linking them to indications of radical attitudes (here: xenophobia and violence acceptance) as well as conspiracy beliefs that can be associated with extremist beliefs. Further, we include marginalization and anomie as mediators to gain comparative and fine-grained information about the sole impact of gaming motives on radical attitudes. Our findings indicate that while few motivational profiles exhibit weak yet direct connections to radical attitudes, others display the opposite pattern, suggesting a more complex relationship. Marginalization and anomie strongly predict most radical outcome variables and mediate the relationship in most cases, however sometimes negatively. We only found one complex motivational profile that substantially leans toward late-stage radical attitudes, while for instance, dominant social motives clearly inhibit radical outcomes. The current study thus deflates any straightforward perspective on the becoming of a ‘radical gamer’.
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2025 |
Greipl, S., Lechner, M., Fischer, J., Schulze, H., Hohner, J. and Rieger, D. |
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Journal Article |
Social Media and Radicalization: An Affordance Approach for Cross-Platform Comparison
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To accentuate which platform characteristics particularly foster radicalization and extremist dynamics, this contribution investigates the affordances of social media as delineated in contemporary literature, conducting a platform comparison encompassing Telegram, WhatsApp, and X (formerly Twitter). Based on a scoping review, 17 affordances identified from studies researching radicalization dynamics on social media were extracted and categorized. The most frequently mentioned affordances—anonymity, visibility, and collectivity—were then further analyzed concerning their contribution to radicalization and the radicalization potential of these specific platforms. The platform-comparative affordance discussion shows that, although, in principle each of the three compared platforms can foster an environment conducive to radicalization depending on user intention and usage context, the specific characteristics of each platform necessitate a nuanced consideration. On one hand, it is imperative to discern affordances differentially along various dimensions when assessing their implications (e.g., internal vs. external visibility). On the other hand, it is beneficial to consider which affordances emerge from the actualization of other affordances. For instance, collectivity can result from the interplay of several affordances, such as interactivity and anonymity, and can be referred to as a meta-affordance. Furthermore, the analysis shows that platform branding and self-presentation not only affect platform architecture and affordances but also shape users’ perceptions of the platform, thereby influencing the actualization of affordances. This was particularly noted in the literature for Telegram and increasingly for X. Specific assertions, nevertheless, are hindered by the conceptual diffusion of the affordance approach and a lack of empirical analyses directly and systematically examining platform affordances in conjunction with radicalization dynamics.
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2024 |
Schulze, H., Greipl, S., Hohner, J. and Rieger, D. |
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VOX-Pol Blog |
Borderline Content Online
View Abstract
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2024 |
Schulze, H., Naderer, B. and Rieger, D. |
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Video |
VOX-Pol Workshop: Borderline Online Content
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VOX-Pol is pleased to share the latest online workshop on “Borderline Online Content” which took place in June 2024. The workshop is hosted by Brigitte Naderer, Senior Researcher at the Medical University of Vienna, Heidi Schulze Research Associate at LMU Munich, and Diana Rieger, Professor at LMU Munich. The presenters will speak on topics around borderline, ‘hard to regulate’, content in the following four talks:
Heidi Schulze & Simon Greipl “A Little Less Hate, But a Lot More Harm – Fear Speech as Strategic Borderline Communication”
Hannah Rose: “Hybridised Online Hate and Extremism in the Israel/Gaza Conflict”
Ursula Schmid “Legitimizing hostility through humor: Perceptions and effects of humorous hate speech on social media”
Broderick McDonald “Lawful but Awful: Borderline Content and Human Rights”
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2024 |
Naderer, B., Schulze, H. and Rieger, D. |
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VOX-Pol Blog |
Improving Your Counter-Terrorism Response: An Introduction to the Guide on the European Regulation on Addressing the Dissemination of Terrorist Content Online
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2023 |
Rothut, S., Schulze, H., Rieger, D., Bouko, C., and Naderer, B. |
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Journal Article |
Increasing knowledge about cognitive biases: An evaluation study of a radicalization prevention campaign targeted at European adolescents and young adults
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Confrontation with radical online content has been empirically linked to the facilitation of radicalization processes. Therefore, building a presence of information about potential prevention of radicalization through an online campaign may be particularly relevant to limit the activities and appeals of radical actors. In this study, we thus examine the effectiveness of campaign material focused on cognitive biases (i.e., when people’s cognitive processes of information are systematically distorted). We test the success of the campaign material with respect to three campaign objectives: Building (1) knowledge about biases, (2) confidence to recognize biases, and (3) awareness and relevance of the issue. We conducted an online-experiment with adolescents (N = 223) comparing a control group (no exposure to the campaign material) to (A) a group that watched the developed campaign videos and (B) a group that watched the videos and took a self-assessment quiz. This comparison aims at testing how different levels of interactivity affect the three campaign objectives. The results suggest that the campaign materials increased knowledge about cognitive biases, but did not affect adolescents’ confidence in recognizing biases and the perceived relevance of learning about biases.
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2023 |
Naderer, B., Rieger, D., Schulze, H. and Rothut, S. |
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