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Towards a Framework Understanding of Online Programs for Countering Violent Extremism
View Abstract
There is an emerging consensus that ideologically-based narratives play a central role in encouraging and sustaining radicalization to violence, and that preventing, arresting, or reversing radicalization requires some means by which to address the effects of these narratives. Countering violent extremism (CVE) is a broad umbrella phrase that covers a wide array of approaches that have been advanced to reduce the radicalizing effects of extremist narratives. There is considerably less agreement, however, regarding the most appropriate means by which the mitigation of extremist narratives might best be accomplished. An important emerging area of interest is the role of the Internet, both as a forum through which narratives are transmitted and as an avenue for delivering CVE programs. At present, very little is known about which principles and practices should inform online CVE initiatives. This study attempts to establish a foundation and framework for these programs: first, by identifying the concepts and constructs which may be most relevant to countering violent extremism online, and second, by examining the available material from six online CVE programs in relation to these concepts. This examination suggests that these programs are lacking strong theoretical foundations and do not address important elements of radicalization, such as contextual factors or identity issues. It is important that future iterations of CVE programs consider not just the specific content of the narratives, but also take into account why these narratives have resonance for particular individuals.
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2016 |
Davies, G. and Newdecker, C. |
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Journal Article |
Towards the “olive trees of Rome”: exploitation of propaganda devices in the Islamic State’s flagship magazine “Rumiyah”
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This paper aims to contribute to understanding how the last flagship magazine of the Islamic State – “Rumiyah” – attempted to influence and manipulate Internet users. Its primary objective is to analyze the propaganda methods exploited in all thirteen issues of this magazine. In order to do so this paper utilises content analysis to investigate “propaganda devices”, a concept developed by the American Institute for Propaganda Analysis. It argues that there were four predominant groups of propaganda devices exploited in this magazine. Two of them, i.e. name-calling and glittering generalities, were utilized to create and promote an artificial, black-and-white vision of the world, composed of the “camp of kufr” (camp of disbelief) and the “camp of iman” (camp of faith), embodied by the Islamic State. The third leading propaganda method, transfer, attempted to legitimize the actions and agenda of the “Caliphate” by using the authority of not only Allah, but also the Prophet Muhammad, his companions (Sahabah), as well as selectively chosen Islamic scholars. Finally, the bandwagon served as a means of creating a sense of community between the editors and readers. Other propaganda devices, such as testimonial or plain folks, played strictly secondary roles in the narration of the magazine.
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2020 |
Lakomy, M. |
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Report |
Toxic Narratives: Monitoring Alternative-right Actors
View Abstract
Why do we use the term “toxic narrative”? The concept of “toxic communication” has been established in the English-speaking world since the 1960s. The term has also been borrowed in Germany to refer to linguistic behavior that has a negative influence on its environment. When we speak of toxic narratives, we are referring to accounts of the world that supply the pertinent “events” and interpretations for such communication.
It is necessary to process such narratives – decoding them, examining their core content and classifying them – in order to respond to them cogently and successfully. The present report is intended to make a contribution to this effort.
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2017 |
Baldauf, J., Dittrich, M., Hermann, M., Kollberg, B., Lüdecke, R. and Rathje, J. |
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Journal Article |
Toxic play: Examining the issue of hate within gaming
View Abstract
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 racism, sexism, xenophobia, and other forms of harassment taking place on these platforms. Hate within gaming creates toxic communities and takes a toll particularly on marginalized groups, raising both ethical and financial issues for the industry, who seek to address this problem in multiple ways. This paper surveys and synthesizes recent research on the topic from both inside and outside academia, laying out the problem, its manifestations, key drivers, and current responses. It concludes with a research agenda that offers a foundation for researchers, policy-makers, and companies to build from.
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2023 |
Munn, L. |
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VOX-Pol Blog |
Tracing Transnational Linkages on Twitter: Mapping Indian Diaspora Supporters of Brexit and Trump
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2019 |
Leidig, E. |
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Journal |
Tracking down the Candy Crush Terrorist: the fragile relation between gaming motives and radical attitudes
View Abstract
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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