Contextual
Resources

Once a government or tech company develops a definition of terrorism or violent extremism, it can be difficult to know how to apply these definitions to the variety of ways that terrorism and violent extremism manifests internationally and across online spaces.

This section of the site aims to highlight contextual resources on themes related to applying definitions to the online space.  GIFCT funds the Global Network on Extremism and Technology (GNET) to bring forward actionable insights from experts and practitioners around the world to better inform and give context to tech companies, governments, practitioners and other stakeholders in this field. Insights are curated here under context-based themes.

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Platform & Product Type/Focus

The internet is not a homogenous space. There is significant variation in what platforms or tools online do, and subsequently an equally significant variation in how a platform might be exploited and the signal available to a platform to detect such exploitation. Experts continue to track the different types of platforms and tools being exploited by terrorists and violent extremist, looking at how and why a group or individual might use a product. While some platforms are more global in usage, others are specific to trends in regions or particular types of violent extremist groups.

Gaming

Without establishing any causal connections between offline violence and gaming communities, recent research points towards video gaming communities as being vulnerable to extremist discourse. However, research highlights particular gaming platforms’ set of risks for offline harm, including the documented use of platforms by extremist and terrorist actors.

  • 28th October 2025
    Youth Radicalisation in the Gaming Sphere: An Exploration of Identity-Based Hate and Extremist Content on Roblox
    Linda Schlegel, Constantin Winkler and Lars Wiegold
  • 22nd September 2025
    Virtual Worlds, Real Threats: Violent Extremist Exploitation of Roblox and Wider Gaming Ecosystems
    Tore Hamming
  • 08th September 2025
    Can Gaming Support Disengagement? Exploring Opportunities and Challenges for Innovative Disengagement Approaches
    Linda Schlegel and Vivienne Ohlenforst
  • 26th August 2025
    Building Community, Spreading Hate: Extremism, Hate, and Arma 3
    Kye Allen
  • 02nd July 2025
    Playing with Hate: How Far-Right Extremists Use Minecraft to Gamify Radicalisation
    Gagandeep
  • 16th January 2025
    From Soundtracks to Side Quests: How Terrorist and Extremist Games Use Mainstream Platforms to Evade Detection and Draw Users
    Galen Englund and Emily Thompson
  • 16th August 2023
    Meta Terror?: The Threats and Challenges of the Metaverse
    Dr. Gabriel Weimann
  • 06th February 2023
    God of Race War: The Utilisation of Viking-Themed Video Games in Far-Right Propaganda
    Ashton Kingdon
  • 24th October 2022
    Extreme Right Radicalisation of Children via Online Gaming Platforms
    Dr. Daniel Koehler, Irina Jugl and Verena Fiebig

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