Author: Linda Schlegel
Publisher: Taylor & Francis
ISBN: 1003850537
Category : Political Science
Languages : en
Pages : 143
Book Description
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.
Gaming and Extremism
Author: Linda Schlegel
Publisher: Taylor & Francis
ISBN: 1003850537
Category : Political Science
Languages : en
Pages : 143
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1003850537
Category : Political Science
Languages : en
Pages : 143
Book Description
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.
Woke Gaming
Author: Kishonna L. Gray
Publisher: University of Washington Press
ISBN: 0295744197
Category : Social Science
Languages : en
Pages : 321
Book Description
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Publisher: University of Washington Press
ISBN: 0295744197
Category : Social Science
Languages : en
Pages : 321
Book Description
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Youth and violent extremism on social media
Author: Alava, Séraphin
Publisher: UNESCO Publishing
ISBN: 9231002457
Category :
Languages : en
Pages : 167
Book Description
Publisher: UNESCO Publishing
ISBN: 9231002457
Category :
Languages : en
Pages : 167
Book Description
Hate in the Homeland
Author: Cynthia Miller-Idriss
Publisher: Princeton University Press
ISBN: 0691234299
Category : Social Science
Languages : en
Pages : 288
Book Description
A startling look at the unexpected places where violent hate groups recruit young people Hate crimes. Misinformation and conspiracy theories. Foiled white-supremacist plots. The signs of growing far-right extremism are all around us, and communities across America and around the globe are struggling to understand how so many people are being radicalized and why they are increasingly attracted to violent movements. Hate in the Homeland shows how tomorrow's far-right nationalists are being recruited in surprising places, from college campuses and mixed martial arts gyms to clothing stores, online gaming chat rooms, and YouTube cooking channels. Instead of focusing on the how and why of far-right radicalization, Cynthia Miller-Idriss seeks answers in the physical and virtual spaces where hate is cultivated. Where does the far right do its recruiting? When do young people encounter extremist messaging in their everyday lives? Miller-Idriss shows how far-right groups are swelling their ranks and developing their cultural, intellectual, and financial capacities in a variety of mainstream settings. She demonstrates how young people on the margins of our communities are targeted in these settings, and how the path to radicalization is a nuanced process of moving in and out of far-right scenes throughout adolescence and adulthood. Hate in the Homeland is essential for understanding the tactics and underlying ideas of modern far-right extremism. This eye-opening book takes readers into the mainstream places and spaces where today's far right is engaging and ensnaring young people, and reveals innovative strategies we can use to combat extremist radicalization.
Publisher: Princeton University Press
ISBN: 0691234299
Category : Social Science
Languages : en
Pages : 288
Book Description
A startling look at the unexpected places where violent hate groups recruit young people Hate crimes. Misinformation and conspiracy theories. Foiled white-supremacist plots. The signs of growing far-right extremism are all around us, and communities across America and around the globe are struggling to understand how so many people are being radicalized and why they are increasingly attracted to violent movements. Hate in the Homeland shows how tomorrow's far-right nationalists are being recruited in surprising places, from college campuses and mixed martial arts gyms to clothing stores, online gaming chat rooms, and YouTube cooking channels. Instead of focusing on the how and why of far-right radicalization, Cynthia Miller-Idriss seeks answers in the physical and virtual spaces where hate is cultivated. Where does the far right do its recruiting? When do young people encounter extremist messaging in their everyday lives? Miller-Idriss shows how far-right groups are swelling their ranks and developing their cultural, intellectual, and financial capacities in a variety of mainstream settings. She demonstrates how young people on the margins of our communities are targeted in these settings, and how the path to radicalization is a nuanced process of moving in and out of far-right scenes throughout adolescence and adulthood. Hate in the Homeland is essential for understanding the tactics and underlying ideas of modern far-right extremism. This eye-opening book takes readers into the mainstream places and spaces where today's far right is engaging and ensnaring young people, and reveals innovative strategies we can use to combat extremist radicalization.
Engineers of Jihad
Author: Diego Gambetta
Publisher: Princeton University Press
ISBN: 1400888123
Category : Political Science
Languages : en
Pages : 215
Book Description
A groundbreaking investigation into why so many Islamic radicals are engineers The violent actions of a few extremists can alter the course of history, yet there persists a yawning gap between the potential impact of these individuals and what we understand about them. In Engineers of Jihad, Diego Gambetta and Steffen Hertog uncover two unexpected facts, which they imaginatively leverage to narrow that gap: they find that a disproportionate share of Islamist radicals come from an engineering background, and that Islamist and right-wing extremism have more in common than either does with left-wing extremism, in which engineers are absent while social scientists and humanities students are prominent. Searching for an explanation, they tackle four general questions about extremism: Under which socioeconomic conditions do people join extremist groups? Does the profile of extremists reflect how they self-select into extremism or how groups recruit them? Does ideology matter in sorting who joins which group? Lastly, is there a mindset susceptible to certain types of extremism? Using rigorous methods and several new datasets, they explain the link between educational discipline and type of radicalism by looking at two key factors: the social mobility (or lack thereof) for engineers in the Muslim world, and a particular mindset seeking order and hierarchy that is found more frequently among engineers. Engineers' presence in some extremist groups and not others, the authors argue, is a proxy for individual traits that may account for the much larger question of selective recruitment to radical activism. Opening up markedly new perspectives on the motivations of political violence, Engineers of Jihad yields unexpected answers about the nature and emergence of extremism.
Publisher: Princeton University Press
ISBN: 1400888123
Category : Political Science
Languages : en
Pages : 215
Book Description
A groundbreaking investigation into why so many Islamic radicals are engineers The violent actions of a few extremists can alter the course of history, yet there persists a yawning gap between the potential impact of these individuals and what we understand about them. In Engineers of Jihad, Diego Gambetta and Steffen Hertog uncover two unexpected facts, which they imaginatively leverage to narrow that gap: they find that a disproportionate share of Islamist radicals come from an engineering background, and that Islamist and right-wing extremism have more in common than either does with left-wing extremism, in which engineers are absent while social scientists and humanities students are prominent. Searching for an explanation, they tackle four general questions about extremism: Under which socioeconomic conditions do people join extremist groups? Does the profile of extremists reflect how they self-select into extremism or how groups recruit them? Does ideology matter in sorting who joins which group? Lastly, is there a mindset susceptible to certain types of extremism? Using rigorous methods and several new datasets, they explain the link between educational discipline and type of radicalism by looking at two key factors: the social mobility (or lack thereof) for engineers in the Muslim world, and a particular mindset seeking order and hierarchy that is found more frequently among engineers. Engineers' presence in some extremist groups and not others, the authors argue, is a proxy for individual traits that may account for the much larger question of selective recruitment to radical activism. Opening up markedly new perspectives on the motivations of political violence, Engineers of Jihad yields unexpected answers about the nature and emergence of extremism.
Gaming the World
Author: Andrei S. Markovits
Publisher: Princeton University Press
ISBN: 0691162034
Category : History
Languages : en
Pages : 361
Book Description
The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.
Publisher: Princeton University Press
ISBN: 0691162034
Category : History
Languages : en
Pages : 361
Book Description
The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.
Not All Dead White Men
Author: Donna Zuckerberg
Publisher: Harvard University Press
ISBN: 0674989821
Category : History
Languages : en
Pages : 147
Book Description
A Times Higher Education Book of the Week A virulent strain of antifeminism is thriving online that treats women’s empowerment as a mortal threat to men and to the integrity of Western civilization. Its proponents cite ancient Greek and Latin texts to support their claims—from Ovid’s Ars Amatoria to Seneca and Marcus Aurelius—arguing that they articulate a model of masculinity that sustained generations but is now under siege. Not All Dead White Men reveals that some of the most controversial and consequential debates about the legacy of the ancients are raging not in universities but online. “A chilling account of trolling, misogyny, racism, and bad history proliferated online by the Alt-Right... Zuckerberg makes a persuasive case for why we need a new, more critical, and less comfortable relationship between the ancient and modern worlds in this important and very timely book.” —Emily Wilson, translator of The Odyssey “Explores how ideas about Ancient Greece and Rome are used and misused by antifeminist thinkers today.” —Time “Zuckerberg presciently analyzes these communities’...embrace of stoicism as a self-help tool to gain confidence, jobs, and girlfriends. Their adoration of men like Marcus Aurelius, Epictetus, and Ovid...is founded in a limited and distorted interpretation of ancient philosophy...lending heft and authority to sexism and abuse.” —The Nation “Traces the application—and misapplication—of classical authors and texts in online communities that see feminism as a threat.” —Bitch Media
Publisher: Harvard University Press
ISBN: 0674989821
Category : History
Languages : en
Pages : 147
Book Description
A Times Higher Education Book of the Week A virulent strain of antifeminism is thriving online that treats women’s empowerment as a mortal threat to men and to the integrity of Western civilization. Its proponents cite ancient Greek and Latin texts to support their claims—from Ovid’s Ars Amatoria to Seneca and Marcus Aurelius—arguing that they articulate a model of masculinity that sustained generations but is now under siege. Not All Dead White Men reveals that some of the most controversial and consequential debates about the legacy of the ancients are raging not in universities but online. “A chilling account of trolling, misogyny, racism, and bad history proliferated online by the Alt-Right... Zuckerberg makes a persuasive case for why we need a new, more critical, and less comfortable relationship between the ancient and modern worlds in this important and very timely book.” —Emily Wilson, translator of The Odyssey “Explores how ideas about Ancient Greece and Rome are used and misused by antifeminist thinkers today.” —Time “Zuckerberg presciently analyzes these communities’...embrace of stoicism as a self-help tool to gain confidence, jobs, and girlfriends. Their adoration of men like Marcus Aurelius, Epictetus, and Ovid...is founded in a limited and distorted interpretation of ancient philosophy...lending heft and authority to sexism and abuse.” —The Nation “Traces the application—and misapplication—of classical authors and texts in online communities that see feminism as a threat.” —Bitch Media
Gaming Masculinity
Author: Megan Condis
Publisher: University of Iowa Press
ISBN: 1609385659
Category : Games & Activities
Languages : en
Pages : 151
Book Description
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
Publisher: University of Iowa Press
ISBN: 1609385659
Category : Games & Activities
Languages : en
Pages : 151
Book Description
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
The Hivemind Swarmed
Author: David Wolinsky
Publisher: Beacon Press
ISBN: 0807017728
Category : Games & Activities
Languages : en
Pages : 226
Book Description
An incisive oral history that brings together the voices of major figures in gaming, tech, media, and politics to reflect on the long shadow of Gamergate With The Hivemind Swarmed, oral historian and documentary researcher David Wolinsky invites readers to sit in on a series of urgent, intimate conversations between some of the most distinguished voices across entertainment and media as they reflect on the longstanding impact of Gamergate. What went wrong, and what can we learn from Gamergate to help us build a more equitable online world? The backstory: 10 years ago, a disgruntled software developer named Eron Gjoni posted online to accuse his ex-girlfriend, game developer Zoë Quinn, of sleeping with game critics in exchange for positive reviews. He offered no evidence to back up his claims. However, his posts were picked up by extremists in the gaming community who built a vicious online movement targeting women, minorities, and progressive voices. Rallying under the hashtag #gamergate, they sent their victims round-the-clock death and rape threats. Game companies, for the most part, declined to take action as their female employees were harassed out of their jobs. The FBI launched an investigation but found "no true threat." Gamergate holds the grim distinction of being the first modern online harassment campaign. It arguably served as a model for the alt-right movement that would help propel Donald Trump to the White House. And it highlighted a toxic media culture—not just in gaming, but in film, TV, journalism, and more—in which leaders, through their passivity, took the side of the oppressor. Now, ten years later—in the wake of #MeToo, Charlottesville, the Trump years, and the January 6 insurrection—the questions discussed here are more important than ever.
Publisher: Beacon Press
ISBN: 0807017728
Category : Games & Activities
Languages : en
Pages : 226
Book Description
An incisive oral history that brings together the voices of major figures in gaming, tech, media, and politics to reflect on the long shadow of Gamergate With The Hivemind Swarmed, oral historian and documentary researcher David Wolinsky invites readers to sit in on a series of urgent, intimate conversations between some of the most distinguished voices across entertainment and media as they reflect on the longstanding impact of Gamergate. What went wrong, and what can we learn from Gamergate to help us build a more equitable online world? The backstory: 10 years ago, a disgruntled software developer named Eron Gjoni posted online to accuse his ex-girlfriend, game developer Zoë Quinn, of sleeping with game critics in exchange for positive reviews. He offered no evidence to back up his claims. However, his posts were picked up by extremists in the gaming community who built a vicious online movement targeting women, minorities, and progressive voices. Rallying under the hashtag #gamergate, they sent their victims round-the-clock death and rape threats. Game companies, for the most part, declined to take action as their female employees were harassed out of their jobs. The FBI launched an investigation but found "no true threat." Gamergate holds the grim distinction of being the first modern online harassment campaign. It arguably served as a model for the alt-right movement that would help propel Donald Trump to the White House. And it highlighted a toxic media culture—not just in gaming, but in film, TV, journalism, and more—in which leaders, through their passivity, took the side of the oppressor. Now, ten years later—in the wake of #MeToo, Charlottesville, the Trump years, and the January 6 insurrection—the questions discussed here are more important than ever.
Mapping White Identity Terrorism and Racially or Ethnically Motivated Violent Extremism
Author: Heather J. Williams
Publisher: Rand Corporation
ISBN: 197740961X
Category : Political Science
Languages : en
Pages : 185
Book Description
The authors reviewed literature on White identity terrorism and racially or ethnically motivated violent extremism (REMVE) and analyzed social media data from six platforms that host extremist content. They developed a network map that evaluates REMVE network construction, connectivity, geographic location, and proclivity to violence and found that users in the United States are overwhelmingly responsible for REMVE discourse online.
Publisher: Rand Corporation
ISBN: 197740961X
Category : Political Science
Languages : en
Pages : 185
Book Description
The authors reviewed literature on White identity terrorism and racially or ethnically motivated violent extremism (REMVE) and analyzed social media data from six platforms that host extremist content. They developed a network map that evaluates REMVE network construction, connectivity, geographic location, and proclivity to violence and found that users in the United States are overwhelmingly responsible for REMVE discourse online.