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.


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.


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.

  • 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
  • 05th September 2022
    Can Serious Games Make a Difference in P/CVE?
    Daniela Pisoiu
  • 10th June 2022
    The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch Attack
    Dr. Suraj Lakhani
  • 03rd May 2022
    Videogames, Twitter and Far-Right Extremism: An Analysis of Twitter Hashtag Networks
    Sam Andrews and Joshua Skoczylis
  • 09th March 2022
    Understanding the Game: Bridging Research Gaps at the Nexus of Gaming and Extremism
    Galen Englund and Luxinaree Bunmathong
  • 17th February 2022
    Understanding Attitudes to Extremism in Gaming Communities, Sam Andrews
    Joshua Skoczylis
  • 20th January 2022
    Exploring Extreme Language in Gaming Communities
    Sam Andrews and Joshua Skoczylis

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