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 November 2021Video Games, Extremism and Terrorism: A Literature SurveySam Andrews and Joshua Skoczylis
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15th September 2021Into the Dungeon? Possibilities for Primary and Secondary Prevention on Gaming (-Adjacent) PlatformsLinda Schlegel
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06th September 2021Let’s Talk about Games, Baby: Extremist Use of Gaming (-Adjacent) PlatformsLinda Schlegel
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01st September 2021As You Like It: User Types in Digital Gamified Radicalisation ProcessesLinda Schlegel
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12th July 2021Competing, Connecting, Having Fun: How Gamification Could Make Extremist Content More AppealingLinda Schlegel
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28th June 2021A Survey of Violent Extremist and Terrorist Activities Across the Gaming EnvironmentAaron Tielemans
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19th April 2021Bridging the Gap Between Counterterrorism Research and Practice Through Game-Based LearningTeo Kai Xiang
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29th March 2021Let’s Play Prevention: Can P/CVE Turn the Tables on Extremists’ Use of Gamification?Linda Schlegel
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