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      Gaming and Extremism: The Radicalization of Digital Playgrounds

      5 in stock

      Firm sale: non returnable item
      SKU 9781032482996 Categories ,
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      Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the ‘gamification of extremism.’

      Charting the increase in the use of games for the dissemination of extremist pr...

      £35.99

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      Description

      Product ID:9781032482996
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Title:Gaming and Extremism
      Subtitle:The Radicalization of Digital Playgrounds
      Authors:Author: Linda Schlegel, Rachel Kowert
      Page Count:218
      Subjects:Cultural studies, Cultural studies, Media studies, Political structure and processes, Terrorism, armed struggle, Digital animation, Games development and programming, Media studies, Political structure & processes, Terrorism, armed struggle, Digital animation, Games development & programming
      Description:Select Guide Rating
      Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the ‘gamification of extremism.’

      Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism."

      Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field.

      This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.

      The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.


      Imprint Name:Routledge
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2024-03-21

      Additional information

      Weight348 g
      Dimensions227 × 152 × 17 mm