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.

  • 10th June 2024
    Gaming the System: The Use of Gaming-Adjacent Communication, Game and Mod Platforms by Extremist Actors
    Constantin Winkler and Lars Wiegold
  • 05th June 2024
    More than Sports: Building Resilience against Extremism in Esports
    Eliot Oreskovic
  • 10th June 2022
    The Gamification of Violent Extremism: An Empirical Exploration of the Christchurch Attack
    Dr. Suraj Lakhani
  • 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
  • 16th November 2021
    Video Games, Extremism and Terrorism: A Literature Survey
    Sam Andrews and Joshua Skoczylis
  • 15th September 2021
    Into the Dungeon? Possibilities for Primary and Secondary Prevention on Gaming (-Adjacent) Platforms
    Linda Schlegel
  • 06th September 2021
    Let’s Talk about Games, Baby: Extremist Use of Gaming (-Adjacent) Platforms
    Linda Schlegel

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