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I know what you said online – Radicalization in online gaming environments

Description

This study will focus on radicalization and polarization within gaming contexts and unmoderated all-chats in online games and games-related media (e.g., discord). 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 radicalization and polarization, posing substantial risks to social cohesion and individual well-being.

Radicalization within gaming contexts often occurs through exposure to extremist ideologies, hate speech, and toxic behaviors that can be amplified by the anonymity and lack of accountability in online interactions. Polarization, 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 behaviors 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 radicalize 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 radicalization and polarization in these contexts provides valuable insights into the mechanisms of online radicalization and the factors that contribute to the polarization 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 radicalization and polarization, 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.

This project will have you work in a larger research team. Multiple students may collaborate on this.

Key words

Radicalization, polarization, gaming, game-context, online environment, terrorist recruitment

Research Questions

What political messages are posted online in games or games related media? What discussions are undertaken? How does the community react to hate speech and radical messages? What could be effective moderation tools?

The scope and RQs can be adjusted depending on the student and the number of students.               

Type of Research

Observational research. May involve both qualitative and quantitative data. This may involve monitoring online chatrooms (e.g., BattleNet all-chat)

Information

Please contact Lynn Weiher (l.weiher@utwente.nl) when you are interested in this assignment. The assignment is open to two students.

Literature

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Baldauf, J., Ebner, J., Guhl, J., Rafael, S., Ritzmann, A., Köhler, D., ... & Urban, A. (2019).Hate speech  and radicalisation online. Hate Speech and Radicalisation on the Internet. Washington DC: Institute for Strategic Dialogue

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.

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.

Gallagher, A., O'Connor, C., Vaux, P., Thomas, E., & Davey, J. (2021). The extreme right on discord. Institute for Strategic Dialogue (ISD).

Guadagno, R. E., Lankford, A., Muscanell, N. L., Okdie, B. M., & McCallum, D. M. (2010). Social Influence in the online recruitment of terrorists and terrorist sympathizers: Implications for social psychology research. Revue Internationale de Psychologie Sociale, 23, 5.

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Newhouse, A., & Kowert, R. (2024). Digital games as vehicles for extremist recruitment and  mobilization. In Schlegel, L., & Kowert, R (Eds). Gaming and extremism. The radicalization of digital playgrounds (pp 72-94). Routledge.

Robinson, N., & Whittaker, J. (2020). Playing for hate? Extremism, terrorism, and videogames. Studies in Conflict & Terrorism, 1-36.

Saleh, N. F., Roozenbeek, J., Makki, F. A., Mcclanahan, W. P., & Van Der Linden, S. (2021). Active inoculation boosts attitudinal resistance against extremist persuasion techniques: A novel approach towards the prevention of violent extremism. Behavioural Public Policy, 1–24. https://doi.org/10.1017/bpp.2020.60

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

Scanlon, J. R., & Gerber, M. S. (2014). Automatic detection of cyber-recruitment by violent extremists. Security Informatics, 3(1), 5. https://doi.org/10.1186/s13388-014-0005-5

Scanlon, J. R., & Gerber, M. S. (2015). Forecasting Violent extremist cyber recruitment. IEEE Transactions on Information Forensics and Security, 10(11), 2461–2470. https://doi.org/10.1109/TIFS.2015.2464775

Torok, R. (2013). Developing an explanatory model for the process of online radicalisation  and terrorism. Security Informatics, 2(1), 6. https://doi.org/10.1186/2190-8532-2-6

Van Den Bos, K. (2020). Unfairness and radicalization. Annual Review of Psychology, 71(1),  563–588. https://doi.org/10.1146/annurev-psych-010419-050953

Vaux, P., Gallagher, A., & Davey, J. (2021). The extreme right on Steam. Institute for Strategic  gaming-reportsteam. pdf.