ASSIGNMENT
This study will focus on radicalisation and polarisation within gaming contexts and unmoderated all-chats in online games (e.g., pre-game lobby of Starcraft 2). As online gaming communities continue to grow, they have become significant social platforms where individuals interact, form identities, and engage in discussions. These virtual environments can inadvertently foster radicalisation and polarisation, posing substantial risks to social cohesion and individual well-being.
Radicalisation within gaming contexts often occurs through exposure to extremist ideologies, hate speech, and toxic behaviours that can be amplified by the anonymity and lack of accountability in online interactions. Polarisation, on the other hand, is exacerbated by echo chambers and algorithmic biases that reinforce divisive viewpoints, leading to a fragmented community. Understanding these dynamics is crucial for developing strategies to mitigate harmful behaviours and promote positive social interactions.
Moreover, the immersive nature of gaming and the strong emotional investments of players can make these environments particularly susceptible to manipulation by extremist groups seeking to recruit and radicalise individuals. Unmoderated, potentially global chatrooms, where players from diverse backgrounds communicate in real-time, can become hotspots for the spread of misinformation, propaganda, and inflammatory rhetoric.
Studying radicalisation and polarisation in these contexts provides valuable insights into the mechanisms of online radicalisation and the factors that contribute to the polarisation of opinions. This knowledge is essential for policymakers, game developers, and community managers to create safer and more inclusive gaming environments. By implementing effective moderation tools, educational initiatives, and community guidelines, it is possible to counteract the negative effects of radicalisation and polarisation, fostering a more positive and cohesive online gaming culture. Depending on the study outcome and setup, there is an opportunity to publish this research in an international peer-reviewed journal.
KEYWORDS
Radicalisation, polarisation, gaming.
BACKGROUND INFORMATION ORGANIZATION
The section Psychology of Conflict, Risk and Safety at the University of Twente has a distinctive and unique profile in the areas of risk perception and risk communication, conflict and crisis management and the antecedents of risky, antisocial and criminal behaviour. It currently includes 16 research staff members and 8 PhD students. We work from both a psychology and an engineering perspective and cooperate with other scientific disciplines, based on the “high tech, human touch” profile of the University of Twente.
AVAILABILITY
Flexible. This internship is a highly recommended (!) precursor for the master's project on the same topic. This internship is open to 1 student.
INTERESTED?
Please contact the internship coordinator Miriam Oostinga (m.s.d.oostinga@utwente.nl).
LITERATURE
- Aldera, S., Emam, A., Al-Qurishi, M., Alrubaian, M., & Alothaim, A. (2021). Online extremism detection in textual content: A systematic literature teview. IEEE Access, 9, 42384–42396. https://doi.org/10.1109/ACCESS.2021.3064178
- Schils, N., & Verhage, A. (2017). Understanding how and why young people enter radical or violent extremist groups. International Journal of Conflict and Violence (IJCV), 1-17 Pages, 345 kB. https://doi.org/10.4119/UNIBI/IJCV.473
- Bhatt, S., & Mantua, J. (2023). The transnational threat of radicalization through the use of online
- gaming platforms. In Fostering innovation in the intelligence community: Scientifically-informed solutions to combat a dynamic threat environment (pp. 113-131). Cham: Springer International Publishing.
- Cohen, S. J. (2022). QAnon as an online-facilitated cult: Integrating models of belief, practice, and Identity. Journal of Religion and Violence, 10(1), 37–71. https://doi.org/10.5840/jrv202272197
- Davey, J. (2024). Extremism on gaming (-adjacent) platforms. In Schlegel, L., & Kowert, R (Eds).
- Gaming and extremism. The radicalization of digital playgrounds (pp 95-109). Routledge.