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
Gaming
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.
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16th August 2023Meta Terror?: The Threats and Challenges of the MetaverseDr. Gabriel Weimann
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06th February 2023God of Race War: The Utilisation of Viking-Themed Video Games in Far-Right PropagandaAshton Kingdon
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24th October 2022Extreme Right Radicalisation of Children via Online Gaming PlatformsDr. Daniel Koehler, Irina Jugl and Verena Fiebig
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10th June 2022The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch AttackDr. Suraj Lakhani
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03rd May 2022Videogames, Twitter and Far-Right Extremism: An Analysis of Twitter Hashtag NetworksSam Andrews and Joshua Skoczylis
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09th March 2022Understanding the Game: Bridging Research Gaps at the Nexus of Gaming and ExtremismGalen Englund and Luxinaree Bunmathong
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17th February 2022Understanding Attitudes to Extremism in Gaming Communities, Sam AndrewsJoshua Skoczylis
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20th January 2022Exploring Extreme Language in Gaming CommunitiesSam Andrews and Joshua Skoczylis