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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Tactical Exploitation of Online Services

Online terrorism and violent extremism comes in many forms and platforms are equally exploited in a variety of ways. Terrorist and violent extremist groups and individuals, like average users, use a mixture of platforms to further their aims. This cross-platform approach facilitates in storing content, holding private or confidential conversations, e-commerce for buying and selling goods as well as fundraising, recruitment, and the amplification of propaganda and messaging to the public. These signals, trends and adversarial shifts around this exploitation are highlighted by global experts.

Video Games

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.

  • 06th September 2021
    Let’s Talk about Games, Baby: Extremist Use of Gaming (-Adjacent) Platforms
    Linda Schlegel
  • 12th July 2021
    Competing, Connecting, Having Fun: How Gamification Could Make Extremist Content More Appealing
    Linda Schlegel
  • 28th June 2021
    A Survey of Violent Extremist and Terrorist Activities Across the Gaming Environment
    Aaron Tielemans
  • 01st March 2021
    Playing for Hate?
    Dr. Nick Robinson, Joe Whittaker
  • 01st February 2021
    Jihadists at Play
    Dr. Aaron Tugendhaft
  • 18th January 2021
    Beyond the “LULZ:” Memifying Murder as ‘Meaningful’ Gamification in Far-Right Content
    Ashley Mattheis
  • 02nd December 2020
    Of Challengers and Socialisers: How User Types Moderate the Appeal of Extremist Gamified Applications
    Linda Schlegel
  • 05th November 2020
    The Hate Matrix of Online Gaming
    Dr. Matthew Sharpe
  • 17th September 2020
    No Child’s Play: The Identitarian Movement’s ‘Patriotic’ Video Game
    Linda Schlegel

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