Examining the Intersection Between Gaming & Violent Extremism 1
Examining the Intersection
Between Gaming and
Violent Extremism
Global Programme on Preventing and Countering Violent Extremism
and Special Projects and Innovation Branch
ACTION RESEARCH
2 Examining the Intersection Between Gaming & Violent Extremism
Examining the Intersection Between Gaming & Violent Extremism 3
1. Introduction ...................................................................................... 4
2. Gaming & Extremism ......................................................................... 6
Gaming & PCVE .................................................................................. 8
3. Key Findings: Phase I & II ................................................................... 9
Gaps in research on gaming and extremism ........................................ 9
How and why gaming spaces may be used by extremists .................... 10
Positive effects of gaming and potential avenues for PCVE ................ 12
4. Survey Results: Phase III .................................................................. 13
Negative aspects of gaming .............................................................. 13
Reactions to negative aspects of gaming ........................................... 16
Positive aspects of gaming................................................................ 18
Reections on trolling ....................................................................... 21
5. Conclusion ...................................................................................... 22
Recommendations and future steps ................................................. 23
Appendix I ........................................................................................... 24
Appendix II .......................................................................................... 25
Appendix III ......................................................................................... 28
Contents
4 Examining the Intersection Between Gaming & Violent Extremism
W
ith over 3 billion gamers worldwide,
1
millions of monthly active users on gaming
and gaming-adjacent platforms,
2
and an
abundance of gaming-related content published
daily, gaming culture is omnipresent in modern life.
It is neither an activity reserved for children and
teenagers – in fact, the average age of players is
34
3
– nor limited to males, as over 40% of players
are female.
4
Rather, it is a widespread leisure-time
activity deeply anchored in popular mainstream
entertainment media. From playing mobile app games
to browser games, speaking to others in massive
multiplayer games or on gaming consoles, to posting
about gaming-related content on social media and
chat forums such as Discord, to watching Let’s Play
videos on livestreaming platforms such as Twitch,
one third of the world’s population is part of an ever-
growing gaming culture.
1. Clement, J. (2021), Number of Video Gamers Worldwide in 2021, By Region. Statista. https://www.statista.com/statistics/293304/number-video-gamers/
2. Gaming (-adjacent) platforms include gaming platforms such as Steam, livestreaming services such as Twitch and DLive, and chat applications such as Discord.
3. Yanev, V. (2022). Video Game Demographics – Who Plays Games in 2022. Techjury. https://techjury.net/blog/video-game-demographics/#gref
4. ibid.
5. Skwarczek, S. (2021). How The Gaming Industry Has Leveled Up During The Pandemic. Forbes. https://www.forbes.com/sites/forbestechcouncil/2021/06/17/how-the-gaming-
industry-has-leveled-up-during-the-pandemic/?sh=1e9d4d46297c
6. Schlegel, L. (2018). Playing jihad: the gamication of radicalization. The Defense Post. https://www.thedefensepost.com/2018/07/05/gamication-of-radicalization-opinion/
This trend was further accelerated when the
Coronavirus pandemic forced millions of people
to refrain from oine social activities. Digital
communities in gaming spaces became a substitute for
the lack of oine interaction and grew exponentially.
5
Considering the number of users in gaming spaces and
the appeal of gaming-related content, it is unsurprising
that a range of violent extremist ideologies have
appeared on these platforms and extremists are
seeking to exploit the popularity and attractiveness
of gaming spaces for their own ends. While the use of
video games has been part of propaganda efforts for
twenty years,
6
the livestreamed attack in Christchurch,
New Zealand, in 2019 ignited a stark increase in
attention from both researchers and policymakers to
the potential nexus between gaming and extremism,
violent or otherwise. This attention only increased after
the 14 May 2022 terrorist attack in Buffalo.
4 Examining the Intersection Between Gaming & Violent Extremism
1. Introduction
Examining the Intersection Between Gaming & Violent Extremism 5Examining the Intersection Between Gaming & Violent Extremism 5
The attacker kept an extensive record of his attack
planning on Discord and later livestreamed his mass
shooting on Twitch.
7
Extremists seem to exploit
gaming-related content and spaces in various ways,
while growing evidence of the importance of gaming
for extremist propaganda and communication efforts
has been uncovered in the last few years.
While the potential nexus between gaming and violent
extremism has gained considerable attention in
recent times, research ndings are sparse, limited
in scope and largely anecdotal.
8
At the moment, not
enough in-depth knowledge has been accumulated
to judge the extent and severity of the issue with any
acceptable degree of certainty.
In response, the United Nations Oce of Counter-
Terrorism (UNOCT) has commissioned a pilot study
on gaming and violent extremism aimed at contributing
to this emerging research eld.
Research Methodology
This study explores the scope and nature of the
exploitation of gaming spaces by violent extremists,
scouts potential avenues to react to this exploitation
and provides insights on the possibility to use gaming
in preventing and/or countering violent extremism
(PCVE). This report details the ndings of this pilot
study, conducted between May 2021 and May 2022.
First, the relevant literature is briey reviewed, then
the ndings from expert consultations (Phase I) and
focus groups with gamers (Phase II) are presented.
Finally, the results from a survey disseminated to
over 600 gamers (Phase III) are described.
9
It is anticipated that the ndings from this
research will inform policy and practice
for more coordinated responses to
gaming and violent extremism.
7. Prokupecz, S. et al. (2022). What we know about Buffalo supermarket shooting suspect Payton Gendron. CNN. https://www.cnn.com/2022/05/15/us/payton-gendron-buffalo-
shooting-suspect-what-we-know/index.html
8. For a recent review of the literature, see the annotated bibliography published by the Extremism and Gaming Research Network (2021). State of Play: Reviewing the Literature on
Gaming and Extremism. https://drive.google.com/le/d/1AatJSq8vhXenjnvXHFrsPLmxyH4aONRU/view
9. A discussion of the methodological approach and its limitations can be found in appendix I.
3bn
gamers in the
world
34
average age
of gamers
40%
of gamers
are female
6 Examining the Intersection Between Gaming & Violent Extremism
L
udology, the study of games and their impact,
is a long-standing research eld. Since the
rise in school shootings during the 1990s, a
considerable body of work discussing the potential
linkages between gaming and violence has been
amassed.
10
To this day, no nal verdict on the
inuence of gaming on problematic behaviour has
been reached. The assumption that violent games
produce adverse effects has nevertheless coloured
the public discourse on gaming for the past thirty
years and has caused severe backlash from gaming
communities. However, it has become clear that
there is no direct and straightforward causal link
between playing violent games and aggression and/or
violent action.
11
Gaming does not cause violence and
there is currently no evidence that gamers are more
susceptible to violent inuences than non-gamers.
The fact that extremists seek to exploit gaming and
gaming-related content is not a new phenomenon.
Since the early days of the Internet, extremists
and terrorist groups have developed video games
specically designed to spread their ideology, such
as Al-Qaida’s Quest for Bush, released in 2003,
Hezbollah’s Special Forces series, and the Da’esh
children’s game Huroof.
12
This trend continues with
the release of Heimatdefender: Rebellion in 2020 by
the German-speaking Identitarian Movement.
13
10. APA (2020). APA RESOLUTION on Violent Video Games. https://www.apa.org/about/policy/resolution-violent-video-games.pdf
11. Ferguson, C. and Wang, J. (2019). Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study. Journal of Youth and Adolescence 48:
1: pp.439–51. https://link.springer.com/article/10.1007/s10964-019-01069-0
12. Schlegel, L. (2020). Jumanji Extremism? How games and gamication could facilitate radicalization processes. Journal for Deradicalization 23: pp.1–44. https://journals.sfu.ca/
jd/index.php/jd/article/view/359; Schlegel. Playing jihad.
13. Schlegel, L. (2020). No Child’s Play: The Identitarian Movement’s ‘Patriotic’ Video Game. GNET Insight. https://gnet-research.org/2020/09/17/no-childs-play-the-identitarian-
movements-patriotic-video-game/
14. Pidd, H. (2012). Anders Breivik ‘trained’ for shooting attacks by playing Call of Duty. The Guardian. https://www.theguardian.com/world/2012/apr/19/anders-breivik-call-of-duty
15. Macklin, G. (2019). The Christchurch Attacks: Livestream Terror in the Viral Video Age. CTC Sentinel 12 (6). https://ctc.usma.edu/christchurch-attacks-livestream-terror-viral-
video-age/
16. Lee, B. (2021). Only Playing: Extreme-Right Gamication. CREST. https://crestresearch.ac.uk/resources/only-playing-extreme-right-gamication/
17. Lakomy, M. (2019). Let’s Play a Video Game: Jihadi Propaganda in the World of Electronic Entertainment. Studies in Conict & Terrorism 42 (4): pp.383406. https://www.
tandfonline.com/doi/abs/10.1080/1057610X.2017.1385903
The perpetrator of the Oslo attack in 2011 even
claimed to have practised for his killings with the
video game Call of Duty.
14
More recently, the Christchurch and Buffalo attacks
were livestreamed in the manner of popular Let’s Play
videos and replicated the visual style of widely known
rst-person shooter (FPS) games, sparking a stark rise
in attention paid by both researchers and policymakers
to a potential nexus between gaming and extremism.
15
As of today, the issue of gaming and extremism has
become a major concern for many stakeholders seeking
to understand contemporary (digital) extremism and
explore counter-measures to this ongoing trend.
While recent years have seen increasing evidence
that extremists are using gaming-related content and
are present on gaming or gaming-adjacent platforms,
research on the reasons for and implications of the
gamingextremism nexus is slim and largely theoretical.
Terrorist groups across the ideological spectrum are
believed to utilize gaming-related content and spaces,
but it remains unclear how they do so, why they do
so and with what degree of success. Research so far
has focused on right-wing extremists’ use of gaming,
mainly because they are more easily identied in
gaming spaces,
16
but there is also initial evidence of
‘gaming jihad
17
and it is likely that extremists of varying
ideological backgrounds seek to exploit the appeal
of gaming.
2. Gaming & Extremism
Examining the Intersection Between Gaming & Violent Extremism 7
The Radicalization Awareness Network (RAN) differentiates six ways extremists
are using gaming-related content:
18
18. RAN (2020). RAN C&N Extremists’ Use of Video Gaming – Strategies and Narratives. https://ec.europa.eu/home-affairs/networks/radicalisation-awareness-network-ran/
publications/ran-cn-extremists-use-video-gaming-strategies-and-narratives-online-meeting-15-17-september-2020_en
19. Robinson, N. and Whittaker, J. (2021). Playing for Hate? Extremism, Terrorism, and Videogames. Studies in Conict & Terrorism. https://www.tandfonline.com/doi/
abs/10.1080/1057610X.2020.1866740?journalCode=uter20
20. RAN (2021). Digital Grooming Tactics on Video Gaming & Video Gaming Adjacent Platforms: Threats and Opportunities. https://ec.europa.eu/home-affairs/networks/
radicalisation-awareness-network-ran/publications/ran-cn-digital-grooming-tactics-video-gaming-video-gaming-adjacent-platforms-threats-and_de
21. Davey, J. (2021). Gamers Who Hate: An Introduction to ISD’s Gaming and Extremism Series. https://www.isdglobal.org/isd-publications/gamers-who-hate-an-introduction-
to-isds-gaming-and-extremism-series/; RAN (2021). Extremists’ use of gaming (adjacent) platforms Insights regarding primary and secondary prevention measures. https://
ec.europa.eu/home-affairs/networks/radicalisation-awareness-network-ran/publications/extremists-use-gaming-adjacent-platforms-insights-regarding-primary-and-
secondary-prevention_en
22. Dauber, C., Robinson, M., Baslious, J. and Blair, A. (2019). Call of Duty: Jihad – How the Video Game Motif Has Migrated Downstream from Islamic State Propaganda Videos.
Perspectives on Terrorism 13 (3): pp.17–31. https://www.universiteitleiden.nl/binaries/content/assets/customsites/perspectives-on-terrorism/2019/issue-3/02dauber-et-al..
pdf; Schlegel, L. (2020). Can You Hear Your Call of Duty? The Gamication of Radicalization and Extremist Violence. European Eye on Radicalization. https://eeradicalization.com/
can-you-hear-your-call-of-duty-the-gamication-of-radicalization-and-extremist-violence/
23. Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011). From Game Design Elements to Gamefulness: Dening Gamication. https://www.researchgate.net/
publication/230854710_From_Game_Design_Elements_to_Gamefulness_Dening_Gamication
24. RAN (2021). The gamication of violent extremism & lessons for PCVE. https://ec.europa.eu/home-affairs/networks/radicalisation-awareness-network-ran/publications/
gamication-violent-extremism-lessons-pcve-2021_en; Schlegel, L. (2021). Connecting, Competing, and Trolling: “User Types” in Digital Gamied Radicalization Processes.
Perspectives on Terrorism 15 (4): pp.54–64. https://www.universiteitleiden.nl/binaries/content/assets/customsites/perspectives-on-terrorism/2021/issue-4/schlegel.pdf
Production of bespoke video games: Extremists
are producing and launching their own video
games to generate attention, exploit the popularity
of video games and present their ideology in an
entertaining and immersive format.
19
Modication of existing games: Far more
popular than producing bespoke games is the
development by extremists of modications for
popular video games. For example, extremists
have built a map that allows the player to
experience the Christchurch massacre in both
The Sims and Minecraft and created white ethno-
states in Roblox.
Use of in-game chats: Extremists are believed
to use in-game communication features
to establish communication channels with
target audiences or, potentially, for grooming
purposes.
20
Presence on gaming-adjacent platforms:
There is considerable evidence that extremists
are utilizing gaming-adjacent platforms such
as Discord, Steam, Twitch and DLive as well as
related platforms such as Reddit and chan boards
to communicate both among each other and with
potential new followers.
21
Discord, for instance,
was used in the organization of the Unite the Right
rally in 2017 and the Buffalo attacker streamed his
attack via Twitch in 2022.
Gaming cultural references: Extremists have
utilized gaming aesthetics or footage from popular
video games such as Call of Duty as well as text-
based references to popular video games in their
propaganda output.
22
Gamication: Gamication is the use of game
design elements outside gaming contexts; this
might include the transfer of points, leaderboards,
badges and other game components to other
circumstances.
23
Extremists have, for instance,
employed virtual leaderboards to keep ‘high scores
of body counts from attacks and have used
rankings and badges on Discord servers and
detailed ‘achievements’ in their manifestos.
24
8 Examining the Intersection Between Gaming & Violent Extremism
Extremist actors make use of gaming-related content
and spaces both strategically and organically.
25
They
use gaming-related content to generate attention
and increase the familiarity and attractiveness of
their propaganda output in the eyes of the target
audience. Considering both that millions of users
log into gaming-adjacent platforms every day and
the level of content moderation found on many of
these platforms, these spaces provide extremists
with the opportunity to broadcast their messages
widely and relatively undisturbed, especially when
compared to other social media platforms with
stricter content moderation practices. In addition,
gaming communities, in which misogyny, hate
towards minorities, expressions of violence, toxicity
and ‘politically incorrect’ humour are prevalent, offer
extremists the strategic benet of being able to
blend in and build on the problematic atmosphere to
meet audiences where they are and then, potentially,
motivate a deeper engagement with extremist
ideas. Building on existing grievances and modes
of communication of potential new recruits could
possibly facilitate (cognitive) radicalization processes.
25. RAN (2021). Extremists’ use of gaming (adjacent) platforms.
26. For example, https://www.extremismus.info/home-en; https://www.klif-game.nl/ [in Dutch]; https://isistheend.com/#Accueil [in French]
27. See: http://icct.nl/ashpoints-game/
28. For example, https://gamenmetdepolitie.nl/ [in Dutch]
29. Frenett, R. and S., J. (2021). Online Gaming Platforms. In RAN Spotlight: Digital Challenges, pp.2025. https://ec.europa.eu/home-affairs/spotlight-digital-challenges_en
30. For example, the Gamers for Peace project by Veterans for Peace, found at https://www.veteransforpeace.org/take-action/gamers-peace; digital youthwork on gaming
-adjacent platforms in the project Good Gaming – Well Played Democracy by the Amadeu Antonio Foundation, found at https://www.amadeu-antonio-stiftung.de/projekte/good-
gaming-well-played-democracy/ [in German]
Gaming spaces are also used in a bottom-up or
organic manner by individuals associated with
extremist beliefs. While there is no evidence
to suggest a causal link between gaming and
radicalization, it is hardly surprising that there
are radicalized individuals among the billions of
gamers worldwide. As gaming spaces now function
like social media platforms, in which users discuss
everything they are interested in, it is reasonable
to assume that some of these individuals take their
political views to gaming spaces without guidance
from extremist organizations. They may simply be in
gaming spaces because they enjoy these platforms
or have been users of these social spaces before
their radicalization. In fact, the Christchurch and
Halle perpetrators obviously understood themselves
to be part of gaming-related online communities
and tailored their livestreams and manifestos
accordingly.
Gaming & PCVE
There are very few PCVE projects that have been
carried out in the gaming space or utilized gaming or
gaming-related content. While some theoretical work
has been brought forward on how PCVE could make
use of gaming-related content and gaming (-adjacent)
platforms, there are only a handful of practical
examples. Video games have been developed
for PCVE purposes:
26
serious games such as the
International Centre for Counter-Terrorism’s (ICCT)
interactive counter-terrorism game
27
focusing on the
aftermath of the Norway attack has been debated and
implemented; the Dutch and British police have both
used video gaming to open a communication channel
to young people;
28
and RAN has discussed the use
of eSports as a prevention measure.
29
Meanwhile,
some PCVE actors have piloted projects on gaming
(-adjacent) platforms.
30
Overall, however, gaming has
largely been neglected in PCVE and more theoretical
and practical work needs to be conducted to judge
the potential benets of gaming-related PCVE
approaches with any acceptable degree of certainty.
Gaming & PCVE
There are very few PCVE projects that have been carried out in the
gaming space or utilized gaming or gaming-related content. While
some theoretical work has been brought forward on how PCVE could
make use of gaming-related content and gaming-adjacent platforms,
there are only a handful of practical examples. Video games have
been developed for PCVE purposes:
26
serious games, such as the
International Centre for Counter-Terrorism’s (ICCT) interactive
counter-terrorism game,
27
, focusing on the aftermath of the Norway
attack, have been debated and implemented; the Dutch and British
police have both used video gaming to open a communication channel
to young people;
28
and RAN has discussed the use of eSports as a
prevention measure.
29
Meanwhile, some PCVE actors have piloted
projects on gaming-adjacent platforms.
30
Overall, however, gaming
has largely been neglected in PCVE and more theoretical and
practical work needs to be conducted to judge the potential benets
of gaming-related PCVE approaches with any acceptable degree of
certainty.
Examining the Intersection Between Gaming & Violent Extremism 9
3. Key Findings:
Phase I & II
F
ocus groups with eight of the worlds leading
experts (four men and four women) on virtual
communities and online radicalization were
conducted in Phase I to discuss the state of play of
video games and extremism, the potential negative
impacts of video games and possible avenues for
PCVE. In Phase II, focus groups with six individuals
(four men and two women) were conducted. These
individuals were chosen because they are avid
players of video games and users of gaming-related
platforms, such as Discord and Twitch, who have
also engaged with research on extremism to various
degrees, enabling them to contextualize their
personal experiences with professional knowledge.
Three main topics emerged in the conversations:
(lack of) research on gaming and extremism, how
and why gaming spaces may be used by extremists,
and how the positive effects of gaming can be used
in PCVE. In the following, the key ndings from the
conversations are detailed:
Gaps in research on gaming and extremism
There is a signicant absence of evidence to
substantiate any denitive causal relationship
between exposure to (violent or non-violent) video
games or other (propagandistic) gaming content
and adverse effects, such as radicalization
processes. Simply because extremists seek to
exploit gaming spaces and gaming content does
not automatically mean that they are successful
in doing so or that mere exposure to such content
can contribute to radicalization.
It is dicult to contextualize the potential role
and signicance of gaming for radicalization
and extremism because we lack comparative
knowledge of the role and signicance of
other (intensive) hobbies, interests and types
of activities as push or pull factors towards
extremism. Since research has not yet understood
why extremists seek to exploit gaming spaces, it
is dicult to delineate how gaming and extremism
may interlink beyond the fact that gaming may be
a hobby or interest for some extremists.
The spaces in which extremist content is easy
to nd may not be the spaces in which it is most
prevalent. Generally speaking, fringe or even
extremist content is “really easy, really fast to
nd” if one is specically looking for it in gaming
spaces. As one participant noted, “every second
Nazi general has a Steam account apparently” and
swastikas and other symbols are highly prevalent
on member proles. However, participants
cautioned that “the places where it’s most visible
[are] not the places where it’s most prominent”.
They assessed that the vast majority of extremist
content is shared in private groups and servers,
out of the sight of researchers and investigators.
It is rare for extremist content to be shared in
public forums. Rather, extremists post ‘soft pill
memes, GIFs, humorous posts or anti-feminist,
misogynistic or racist content, which is linked
to toxic gaming culture and widely accepted in
some gaming spaces, as an intentional gateway
to catch attention “and then it goes into a kind of
rabbit hole: individuals who respond positively
to such content are then invited to private
groups. In addition, ‘softer’ extremist content
may blend in with general toxicity pertaining to
racism or misogyny, making it dicult to detect.
It is therefore extremely dicult to determine
in which gaming spaces and on which gaming-
adjacent platforms extremist content is most
prevalent.
10 Examining the Intersection Between Gaming & Violent Extremism
It will be necessary for future research to
approach the issue of gaming and extremism with
more nuance:
°
Video games differ vastly in genre, style,
content and level of violence, all of which
could be potential variables to examine
further (such as which games are used by
which extremist actors and to what effect).
For example, one could ask whether exposure
to far-right, misogynistic or racist content is
more prevalent in games with a higher level
of violence and gaming spaces that revolve
around particular topics of discussion.
°
There is not a single gaming community or
unied group known as ‘gamers. Gamers
who play game A may be vastly different
people from gamers who play game B
and the communities they build around or
independently from these games may be just
as heterogeneous. Furthermore, just like
there’s a difference between a person who
watches Game of Thrones and a person who’s
a fan of Game of Thrones”, being a gamer is
partially contingent upon how important
gaming is perceived to be for one’s identity. In
addition, gamer identity may emerge “separate
from the video games itself ... It’s an identity
built within Discord, within Reddit, even to
a lesser extent within 4chan, i.e. via social
interaction in gaming-related spaces, not
merely by playing video games. Therefore,
focus group participants advocated for
more nuance in the research on gaming and
extremism.
How and why gaming spaces may be used by
extremists
The focus group participants assessed that
there are four main characteristics that make
gaming spaces more prone to being exploited by
extremists: lack of moderation, audience reach,
networking and customization.
All interviewees lamented the lack of moderation
in both online games and gaming-adjacent
platforms. This allows extremists to disseminate
their ideas widely through audio conversations
while playing, on livestreams and through chats.
In part, extremists use gaming spaces not
because of their relation to gaming, but simply
due to the lack of resistance they experience
while doing so.
Extremists use gaming spaces to reach their
target audience and are drawn to popular
platforms and games frequented by those they
seek to reach. “They go where culture goes.
Games are popular with the demographic they
want to recruit, so they follow the demographic
into gaming spaces. This too has little to do
with gaming as such and could equally apply
to, for instance, Instagram or TikTok. Being
present in gaming spaces makes strategic
sense for extremists because it allows them to
reach millions of individuals who belong to their
preferred target audience.
The better the networking features, the higher
the likelihood that games and gaming-adjacent
platforms are used by extremists. Gaming spaces
provide extremists with excellent networking
opportunities, both among each other and with
their target audience. Private chats or groups allow
interaction with like-minded individuals without
outside interference and are, as participants
explained, probably far more prevalent in gaming
spaces than currently known. Public forums,
livestreams, in-game chats and games that
compel strangers to collaborate with one other are
especially useful to engage with a target audience
and allow for both one-on-one interaction and
one-to-many dissemination of extremist ideas.
Gaming-adjacent platforms, which have become
similar to social media platforms, and games
with high-quality social networking features are
particularly useful to this end.
Examining the Intersection Between Gaming & Violent Extremism 11
Participants mentioned the importance of
customization. Since the production of bespoke
video games is expensive and dicult, extremists
have reverted to modifying existing games
or customizing their gaming experience. For
instance, games such as Minecraft, Fortnite and
Roblox allow players to build their own world and
are therefore interesting to extremists, despite
the general assumption that extremists are drawn
to FPS or strategy games.
Interviewees also identied four important ways
in which games and gaming culture are used by
extremists: appealing to those with an interest in
extremist ideology, seeking to create an interest
in ideology, building on toxic masculinity and
the potential differences in use by right-wing
extremists, jihadists and other movements.
°
Gaming can help individuals feel wanted
and heard, and extremists play on these
sentiments to engage young people in
particular in radical ideologies in fun and
subtle ways. One expert participant explained
that throughout their research they often
found that (bespoke or modied) video
games in particular “werent being used to
suck people in, target young people, or bring
people in from the cold who weren’t already
ideologically [capable]”; rather, it seems more
likely that “the ideal target audience is people
who have already accepted [the ideology] and
need to be motivated further”. Potentially,
then, games would not necessarily provide an
entry point to radicalization but may further
a commitment to an ideology. However, more
research is needed to support this possibility.
°
However, some gamers may also 'fall into'
extremist groups through gaming spaces
frequented by radicalized individuals or by
being attracted to gaming-related propaganda
content, which may not be immediately
identiable as extremist in nature. Such
content can then bring gamers “down the
rabbit hole, e.g. because it is displayed in
public forums, linked to certain (private)
groups and chats, and shared with hyperlinks
or reading suggestions for further information.
How often such a trajectory occurs and how
often individuals have to search for extremist
content in gaming spaces in order to come into
contact with such actors are questions that
currently remain unanswered.
°
European and North American gamer
identity is sometimes linked to a very
specic type of identity: young, white, male
and heterosexual. This may be facilitated
by some gaming companies, who use this
specic type of masculine identity as the sole
conceptualization of what a gamer is. In the
words of one participant, those marketing
these games “did intend to make a boys
club and they did make a boys’ club, which
contributed to the link between masculinity
– toxic or otherwise – and gaming. To protect
this narrow understanding of who qualies
as a gamer, certain gaming communities
ringfence their identities by not just excluding
women, minorities and LGBTQ+ people, but
by facilitating a culture in which misogyny,
toxicity, racism and hate can ourish. Since
‘gamer’ is an identity marker certain groups
wish to keep exclusive, the hateful atmosphere
in certain gaming communities can be partially
explained by the wish for clear boundary-
maintenance of an important identity marker
and the protection of an identity seen as
‘under threat’ by women and minorities. The
toxic culture that emerged in response is now
further facilitated and exploited by extremists.
°
The focus group participants hypothesized
that extremists adhering to varying ideologies
exploit gaming spaces slightly differently.
Jihadists, they noted, have adopted video-
game aesthetics to make their propaganda
more appealing to young Western audiences
(even as games like Call of Duty are popular
in the Middle East and North Africa). It was
a strategic choice to use a medium popular
with young men aged between 16 and 34 whom
jihadists sought to appeal to and recruit. The
fact that video games, especially FPS games,
were based on violence was an additional
benet as jihadist violence could be framed
through a ‘cool’, attractive and familiar gaming
lens. This is the reason propaganda videos
sometimes mirrored the visual style of FPS
games and made the use of gaming “really
useful” for jihadist recruiters. Right-wing
extremists may “do the exact same thing
for the same reasons, i.e. to appeal to young
men and strategically utilize game content
due to its popularity with the target audience.
However, for them the boys’ club” gamer
identity and the misogynistic and toxic parts
12 Examining the Intersection Between Gaming & Violent Extremism
of gaming culture may be inherently appealing
and may match their ideological beliefs.
Therefore, gaming may not only be used
strategically but may also be part of some
right-wing extremist identity-building.
Positive effects of gaming and potential avenues
for PCVE
By and large, focus group participants
emphasized the positive outcomes of gaming.
The positive effect mentioned most regularly
was that games can provide a strong sense
of community, a sense of belonging and
acceptance, and encourage social interaction.
The bonds forged during gaming may be strong,
as one participant argued that current research
“underpins the strength of interpersonal
relationships built during times of heightened
adrenaline” and theorized that violent games in
particular could provide gamers with a unique
opportunity to form strong social connections
with other players. The social aspect of playing
games and interacting with others in gaming
spaces became immensely important during the
Coronavirus pandemic and provided substantial
mental health benets in trying times.
Focus group participants signalled a general
openness to implement PCVE measures in
gaming spaces in addition to the classical safety-
by-design measures (methods to minimize
risks through design choices with an emphasis
on protecting users), stronger community
management and digital literacy campaigns
aimed specically at gaming (content). While
extremists are likely to exploit these positive
outcomes of gaming communities, “we [would]
get the same benets that the bad guys get”,
with regard to
the design of PCVE measures
incorporating gaming components and should
seek to strengthen the positive effects gaming
and gaming-related spaces can have on users.
However, participants lamented that “none of
the good people are taking advantage of the
benets” of gaming-related content and “only
the bad people” are seeking to use gaming,
which affords extremists a crucial advantage.
Most interviewees identied the need for
PCVE to approach and collaborate with gaming
communities. These approaches should avoid
reproducing the stereotypes from the 1990s and
early 2000s about gaming and violence, which
arose after some school shootings, or about
gaming as a ‘weird, inferior leisure-time activity.
Rather, the potential for gaming to make a
positive impact on players’ lives should be
emphasized. In addition, one of the participants
suggested approaching gamers by offering
initiatives to combat the misconception that
gaming is causally linked to extremism, because
they hate that it makes them look bad ... They
hate the idea that people think they’re Nazis”.
Gamers instead would largely want to support
efforts against this assumption.
Although participants welcomed discussions
on PCVE in gaming-related spaces, they also
cautioned that the likelihood that such efforts
create backlash is high. Multiple interviewees
personally experienced such backlash due to
their involvement in activism, including their
removal from groups, death threats and doxing
attempts. The toxicity found in certain parts
of gaming communities and the desire felt by
some to protect gaming spaces as a refuge
against progressive inuences, as spaces in
which political incorrectness, misogyny and ‘dark
humour’ are championed, means that resistance
must be expected. Therefore, similar to other
PCVE projects, implementing prevention or
intervention campaigns in gaming-related spaces
will require substantial subcultural knowledge,
care not to be perceived as ‘invaders’, thorough
risk assessments and digital safety protocols.
Examining the Intersection Between Gaming & Violent Extremism 13
U
pon completion of the literature review and the
Phase I and Phase II focus group discussions,
insights from these phases were built into an
English-language survey questionnaire. The survey
sought to include gamers’ own voices in this study and
examine, among other things, the experiences they
have in gaming spaces and the types of content they are
exposed to, as well as how they and their peers in these
spaces react to and possibly push back against hateful
or extremist speech.
31
Some 622 gamers took part in the
survey: 74% males, 15% females, 11% other (where male
or female were not selected); 84% were aged between
16 and 35; most were located in North America (54%) and
Europe (29%) (Figures 1-3). Therefore, this survey is not
generalizable across all gaming communities, is skewed
towards certain geographical areas and does not reect
the fact that around 40% of gamers are female.
32
Survey participants spend vastly different amounts
of hours per week on gaming, with 39% spending fewer
than 10 hours and 28% spending more than 21 hours
(Figure 4), suggesting that our sample included both
casual gamers and individuals for whom gaming is a
daily activity.
33
Some 51% of the survey sample play
exclusively alone as single players, 35% play mainly
with others, and 14% said they do both (Figure 5).
31. See appendix I for more information on the survey methodology and its limitations.
32. Yanev, V. (2022) Video Game Demographics – Who Plays Games in 2022. Techjury. https://techjury.net/blog/video-game-demographics/#gref
33. Some open-ended responses to other questions suggest that a few respondents play more than 55 hours a week and have the feeling that it is a second job.
34. The remaining 15% spend anywhere between $101 and over $500 per month.
Respondents named a wide variety of games
they like
to play, most prominently roleplaying, shooter
and
strategy games (Figure 6). This suggests that the
survey results are not skewed towards a particular type
of game genre. Spending was more evenly distributed,
with 85% of respondents stating that they spend
between 0 and $100 per month (Figure 7).
34
The focus groups indicated that many gamers choose
to play alone to avoid toxicity, which could explain
why just over half the respondents indicated that they
play by themselves. However, this still leaves 43% of
gamers in our sample engaging with other players at
least sometimes and, consequently, potentially being
exposed to hateful, toxic and/or extremist content.
Since gaming culture extends far beyond the
immediate context of playing the games themselves,
respondents were also asked to provide information
on the additional gaming-adjacent platforms they use
to speak to other gamers, consume gaming-related
content and read about gaming-related activities.
Participants generally use more than one platform,
including Discord (83%), Twitch (45%), YouTube
(39%) and Reddit (24%). Twitter, Steam, Facebook
and general Internet forums were also mentioned
frequently. A small percentage (less than 1%) uses
4chan, Instagram, Slack, Skype and Snapchat,
indicating that these spaces are generally not of
interest for most gaming-related activities.
Negative aspects of gaming
When asked to elaborate on the negative aspects
of gaming and gaming-adjacent platforms, some
participants unsurprisingly highlighted problems with
the games themselves (e.g. bugs or the increasing
4. Survey Results:
Phase III
Male
Female
Other
74%
11%
15%
Gender breakdown of survey participants
14 Examining the Intersection Between Gaming & Violent Extremism
monetization of online gaming) as well as sometimes
being distracted from the real world by spending (too
much) time on games: for example, feeling that it is
a “waste of time”, “that it keeps me from doing more
important things sometimes since I can use it as an
escape so easily”, that it “can be mind numbing” and
make one feel “disconnected from the real world
or even that it can feel “almost [like] another job”.
Some also mentioned the stigma still associated with
gaming: “Society makes me feel like I’m wasting time
doing this activity and that I should be ashamed.”
However, the toxicity found in gaming communities
was by far the respondents’ most prominent
complaint about both games and gaming-adjacent
platforms. They lamented that there are “so many
toxic people” who engage in the targeting of female,
PoC or LGBTQ+ gamers and the “dehumanization”
of others, “which has deterred [some] from playing
certain popular games or entire genres of games
despite a desire to. Several participants suggested
that the frequent cases of people being rude and
inconsiderate” have increased since the start of the
Coronavirus pandemic since “more people are inside”
and gaming-adjacent platforms became “one of my
main sources of social interaction since COVID-19
started”. In line with this general observation, when
asked whether they had witnessed any toxic or
problematic behaviour while playing video games or
spending time on gaming platforms, 85% answered in
the armative (Figure 8).
Most respondents reported that such comments
were primarily verbal, either using in-game chats
or voice-based communication. When participants
were asked to provide examples they had personally
encountered, they noted instances of misogyny,
racism, xenophobia, antisemitism, homophobia and
transphobia, as well as some examples of ableism. In
relation to these, there were also answers mentioning
death threats, threats of violence (I hate [minority
group] so I’m gonna shoot you in the head), doxing,
DDoS-ing and threatening or executing real life
actions (such as calling the police on or stalking
other players). Frequently, participants reported
that they were told to kill themselves. In many cases,
respondents note the casual use of slurs, name-
calling and comments meant to be offensive by
reinforcing negative stereotypes, such as “ur gay”,
you play like a girl”, and frequent use of the N-word.
35. This could indicate that participants from the Phase II focus groups were correct in their assessment that extremist content in particular is found mostly in closed and private
gaming-related spaces, whereas more ‘soft pill’ content is found publicly.
Respondents who noted examples of misogyny,
ranging from women belong in the kitchen” and
instances of catcalling on voice chats to name-calling
(“b****), rape threats and porn sprays on community
servers. A handful of respondents also mentioned
that they had seen Nazi and antisemitic content in
avatar names.
Quite surprisingly, however, when asked how often
they have been exposed to content they would
deem hateful or violent, 62% said “a little” or “none
at all”, while only 14% said “a great deal” or “a lot
(Figure 10). The reason for this apparent imbalance
between the types of discriminatory and toxic
content participants have seen and the reply to this
particular question remains opaque. It is possible
that respondents did not deem the misogyny, racism,
antisemitism or gender-based insults they reported
witnessing as hateful and violent. It is also possible
that the question was misunderstood by some of the
participants. Further research into which types of
content, slurs or threats are perceived to cross the
threshold into violence and hate may be useful to
contextualize this result.
Next, participants were asked specically about
how often they encounter misogyny, xenophobia,
extremist content, antisemitism, Islamophobia
and homophobia. The answers were quite revealing
(Figures 1117): while 30% to 34% of respondents
noted that they had witnessed “a great deal” or “a lot
of misogyny, racism/xenophobia or homophobia,
only 15% to 16% noted that they had witnessed similar
levels of extremism, antisemitism or Islamophobia.
This might suggest – and would conrm some
of the thoughts expressed by the focus group
participants in Phases I and II – that casually racist,
heteronormative and misogynistic language often
appears in open and public gaming spaces, but rarely
targets individuals based on religious identity or is
explicitly extremist in nature.
35
It also underlines,
however, that misogyny, racism/xenophobia and
homophobia are regular occurrences in gaming
spaces and, as the focus group participants argued,
may be used as a springboard for right-wing
extremist actors.
At this point, respondents were asked explicitly
to provide an example of misogyny, xenophobia,
extremist content, antisemitism, Islamophobia
or homophobia that has remained with them.
Examining the Intersection Between Gaming & Violent Extremism 15
Some respondents could not cite a specic example,
either explaining that the comments were so common
and used so casually that no specic instance stuck
out or because they had all blended together. For
example, one respondent explained that they “don’t
have specic examples ... because years upon years
of time blend together into a never ending stream of
indistinct memories”. Others, however, remembered
examples that stuck with them:
Misogyny: “One of my ‘friends’ threatened to kill a
female we were gaming with because she messed
up in game”; players talking “inappropriately [and]
asking for explicit pictures of them in Discord
direct messages, such as “show us your b**bs!”
Transphobia and homophobia:Every single
stream, a trans streamer I watch gets multiple
trolls in chat who ask things like ... ‘are you going
to ch*p off your p*nis?”; the use of ‘gayas a
synonym for ‘bad’; “Some guy on Discord telling
lgbtq people to commit suicide.”
Racism and xenophobia:Repeatedly hearing
N****** you should kill yourself”; “A person
advocating the ‘superiority of white people’ and the
inferiority of other races’ in an in-game chat”; “A
high end WoW [World of Warcraft] guild removing a
player after nding out they are black in real life.”
Antisemitism: On a massive multiplayer online
game, “I ran across a clean [sic, for clan] whose
name was 'Hitler Was Right', with members whose
names were '1488', 'K***Hater', ... and similar
names, who were going around and ooding
voice comms with mostly anti-Semitic rhetoric;
discussions of “Jewish conspiracies to destroy
the white race”; references to Jewish people as
“degenerates spreading Cultural Marxism”.
Interestingly, some respondents suggested that
things have improved in the gaming community in the
past decade, with the N-word and homophobic slurs
used signicantly less frequently. If they are used,
then such behaviour is called out by other players.
Other respondents, however, particularly those
discussing examples of antisemitism, suggested
that things have become worse in recent years.
For example, a respondent explained a situation
where a developer made a negative comment about
Nazis “but unlike 6-12 years ago, suddenly there were
A LOT more people that turned it into a ‘two sided
36. In PvP (Player vs. Player) games humans play against other humans, whereas in PvE (Player vs Environment) games, opponents are controlled by the game.
thing, saying they’re sick of hearing about it, that
Jews should just shut up already, it wasn’t a big deal”.
While these are both anecdotal examples, it certainly
raises questions regarding the change in prevalence
of different types of hateful behaviour and what
audiences are witnessing them.
When prompted to report where they had encountered
toxic, hateful or violent content, 30% reported
witnessing it mostly in in-game chats, while 41%
selected the “all of the above” option, which included
in-game chats, live audio conversations and streams, as
well as Discord servers (Figure 9). Participants were also
asked which gaming spaces they deemed most prone
to toxicity (see Appendix III). While some mentioned
specic games and platforms, with League of Legends,
rst-person shooters, Discord and Twitch featuring
most prominently, the majority of respondents spoke
about general characteristics that, in their opinion,
make it more likely that toxicity and hateful language
occur. The more boxes one can tick for a particular
video game on the following list, the more likely it is that
the video game harbours toxic and hateful content:
The video game has active in-game communication
features such as voice- or text-based in-game chats.
Interacting with others via chat is necessary
or useful to coordinate and win.
It is a popular game with a large player base.
The game is highly competitive.
It involves ghting and violence.
It is an online multiplayer game.
It is a PvP game.
36
Players are assigned into teams with strangers.
Failure can be attributed to individual team
members.
There is little moderation or regulation.
There are no real consequences for breaking
the rules and using hateful language.
Considering that in-game chats have rarely been
included in the analysis of how extremists seek to
exploit video-game communication features, these
characteristics present a valuable starting point for an
in-depth look at in-game chats in relation to extremism.
PCVE actors seeking to pilot the use of in-game chats
in counter-extremism projects may also benet from
this list, especially in deciding which games may be
worth focusing their efforts on.
16 Examining the Intersection Between Gaming & Violent Extremism
Reactions to negative aspects of gaming
Participants were asked how they or others
reacted to toxic, hateful or extremist content they
encountered in gaming spaces. The most-named
reactions in order of prominence were: ignoring it,
blocking the user, reporting the behaviour, leaving
the space and, nally, reacting to it.
Ignoring: By far the most common reaction
reported in the survey was that users ignored
the behaviour. This is because most respondents
felt that there was “no point in arguing online,
because “reacting gives attention, which will
“only encourage more of it” as it gives these users
satisfaction in knowing that they upset someone.
Most respondents felt that these users want a
reaction, therefore ignoring it is the best course
of action. In addition, participants believed that
there’s not a lot you can say that’s constructive
and they “feel nothing … will convince them to stop”.
Blocking: Many respondents made use of in-
game mute or block functions. Some went as
far as disabling chats completely to avoid any
engagement with other players. Others said
that they not only blocked and removed abusive
players from their own Twitch channels and
Discord servers, but “informed other server
owners and Twitch streamers of them and added
them to community ban lists”, implementing “bots
to automatically ban such users in batches”.
Reporting: Some participants reported hateful
content to moderators or platform providers.
Mute, report is [the] default action”, they
explained. Such reports were not always
successful: sometimes they resulted in the ban
of the user(s) who had posted the toxic content
but on other occasions seemed to have no
consequences.
Leaving: A number of respondents explained
that they had simply left the spaces and games
or discontinued watching a streamer’s channel in
which such behaviour occurs, because “you cant
x people” and therefore they “stopped playing
those games or left those communities.
Reacting: Only very few participants reported
that they had reacted when encountering hateful
content. Some said they retaliated by “insulting
them back” or “called them something much
worse” because they have no patience for that
stuff”. Others tried to speak up and confront the
users in question by “calling them out on what
they said”, replying with a sarcastic comment, or
“explaining to them why they are wrong ... in baby
language ... to make them feel like idiots”.
In addition, respondents were asked what, if anything,
should be done about abuse in gaming spaces and
by whom, as well as how their personal experience
in gaming spaces could be improved. Participants
believed a range of actors need to address hateful
content to improve the gamers’ experiences in
gaming spaces: a) gaming platforms and companies,
b) moderators, c) the gaming community as a whole
and d) oine entities, such as schools and parents.
a) Many open-ended replies called for gaming
platforms and companies to address problematic
content in their spaces. “I think the platforms have
a responsibility to create open, inclusive spaces for
groups to be able to communicate” by sanctioning
users who display hateful conduct. Participants
advocated for a greater level of accountability
and clear consequences such as warnings, in-
game penalties, bans, IP-bans, deplatforming
or, if appropriate, escalating individual cases to
law enforcement agencies. “Game companies
are way too shy with the rod”, some complained.
If necessary, some participants explained,
the platforms and companies should be held
accountable by “independent third party oversight
or stricter laws and legislation.
Some participants lamented that reporting
problematic content and user behaviour can be
dicult and lacks transparency. Gaming platforms
and game developers should “empower me to
report toxicity betterwas a sentiment shared by
multiple respondents. There is little reporting,
some argued, because “people are too used
to reporting not working” due to certain users
mysteriously having impunity” in some spaces.
There is a reporting feature on games but it’s
unclear how much they actually do to help,” said
others who felt that the reports were not being
taken seriously and offenders not (adequately)
punished. Some complained, for example, that in
many instances of sexism administrators tolerate
too much and “users are often expected to ignore
... someone who harasses them.” There should
be “strict no-bullying policies”, which are actually
enforced when reported.
Interestingly, a minority of participants also
suggested rewarding kind behaviour instead of
or in addition to punishing unwanted, hateful
behaviour. Players and users would receive
Examining the Intersection Between Gaming & Violent Extremism 17
rewards and recognition for positive interactions.
Others spoke about how games are designed and
suggested more elements of sportsmanship “like
characters clapping for the victor at the end of a
Smash Bros match”, viable options not to kill and
still win and engaging players in questions such as
is there a moral binary, encouraging black-and-
white thinking so we can justify the violence, or is
there complexity, gray areas, and acknowledgment
that nobody is fundamentally evil? ... Are we
romanticizing, glorifying, or trivializing war and
violence, or are we acknowledging it for the
tragedy that it is?” This, some argued, would make
for better games and encourage less toxicity.
Participants also advocated for better options to
curate gaming experiences, including by always
being able to mute and block as well as better
lters. “All platforms need to have an easy way for
users to control who can contact them, to block
users, and to report issues. Many of them still dont
have this, or these features are only implemented
partially.” Some complained that chats are
sometimes automatically re-enabled or users are
not muted on all servers and they have to mute
them on every single server individually.
b) In line with the general wish for more moderation,
a number of respondents believe that dedicated
(community) moderators, the owners of servers, in
particular Discord servers, and content creators/
streamers should enforce stricter rules in their
communities. Not every ‘offence’ needs to be
escalated to the platform or company level; more
‘casual’ and less severe breaches of community
standards can often be taken care of by dedicated
moderators, said multiple respondents. Teams
of moderators need to be trained not only on the
rules of interaction but in communication and de-
escalation techniques. Participants also advocated
for moderators to be paid, work in teams, be
adequately staffed, and that such roles should
only be lled by adults rather than teenagers. As
explained by one respondent, “moderating is a
stressful job” and it should be done by people who
are trained and are positively rewarded for such
effort”. Ideally, such moderation efforts should
be available swiftly, especially in spaces such as
in-game chats during play or livestreams, in which
real-time communication is the norm.
c) Participants believed that ultimately it is the
gaming community and the users/players who
need to take action if lasting change is to be
realized, because “the part that needs the most
improvement is the people. Change needs to
occur culturally within the gaming community”,
because “a systemic problem requires systemic
change. Many explained that gaming communities
need to do a better job of policing themselves,
bystanders should speak up more often, “gamers
should set strong boundaries and hold others
accountable for crossing boundaries” and “make it
a social norm to not act inappropriately in game.
Ideally, players would display “more sportsmanship
and have fun while mutually respecting each
other, which requires a change in the gamers
attitude. This type of cultural change, respondents
cautioned, cannot be brought about externally,
it needs to emerge organically from gaming
communities themselves. Some worried that “any
attempt to restrict this behaviour from outside
of these communities themselves will inevitably
be met with more hostility” and that, therefore,
change from within is the only viable option.
Ultimately, “as the community as a whole improves,
all gaming and related experiences will improve.
d) Since many respondents believe that toxicity
and hateful conduct is a society-wide issue
and originates oine, because, for example,
individuals are angry and frustrated, have mental
health issues, are unaware of the negative
consequences of online hate or feel the need to
provoke in order to receive the attention they
crave, some advocated for addressing this issue
in oine contexts. Some suggested that “its
always good to remember that the issues we see
in gaming stem from issues in real life. No one
has the issues they have in-game or gaming-
related platforms only because of the games
they play or the communities they interact with.”
Another stated that the games or the platforms
are not the problem. They are just places where
people show their true faces, be that good or
bad.” Punishing players in a game is therefore an
approach that may counter symptoms but leaves
the cause of this anger and hatred unaddressed.
Educational institutions, parents and mental
health professionals were named as potential allies
to address the root causes of oine hate.
In addition, anonymity emerged as an often-
discussed topic with much disagreement between
respondents. On the one hand, many expressed
the assumption that toxicity is causally linked
to anonymity, because offenders feel safe and
protected to say whatever they want.
18 Examining the Intersection Between Gaming & Violent Extremism
Anonymity breeds a**hole and troll behavior” and
makes holding
users accountable extremely dicult
as banned users usually simply re-join with new
accounts.
This prompted some to advocate for less
anonymity in gaming spaces. “I think when playing
online you should have to register with your ID or
drivers license. So that people will be more aware
that online actions
have real consequences,” said
one participant.
However, many also acknowledged
that anonymity
has positive effects, because it
also protects
potential victims of harassment and
“allows users to feel a sense of security that whoever
is behind the conduct cannot actually do anything to
them outside of the game or platform”. In addition,
anonymity may be crucial for some users, such
as those who wish to change or hide their sexual
or gender identity. One respondent, for instance,
explained that they are not out as trans and non-
binary in the oine world, but in the anonymity of the
online world they can be whoever they want to be.
Another participant said that anonymity allows them
to “separate my online identity from my oine one
… which makes me feel safer.” Therefore, anonymity
remains a contentious issue.
A number of participants also expressed cautions
and caveats, because “doing something about it in
the wrong way could very possibly make it worse
and/or bring up other issues”. Over-regulation could
cause backlash from many gamers and create more
problems, multiple participants feared. Because
“different people have different limits, individual
solutions such as blocking and muting certain terms
may sometimes be more appropriate tools than
blanket solutions.
A delicate balance must be struck between top-down
regulation and allowing communities to develop
themselves independently, because “a certain level
of trash talking should be allowed since that is also
a part of the fun.” Therefore, participants believe
that there is a need to allow (dark) humour, rudeness,
bantering and possibly even a certain level of trolling,
which are “a big part of video games” and form a part
of gaming culture, in order not to over-police gaming
spaces and turn gamers against these measures.
Positive aspects of gaming
As anticipated in the survey, gamers stressed the
positive aspects of gaming. If gaming consisted only
of the negative experiences discussed above, few
people would be willing to spend time in gaming
spaces. Generally speaking, participants emphasized
in their open-ended replies that gaming is a positive
experience and yields a range of benets for those
who play. One of the most common themes in the open
answers was that “video games arent the problem
and should not be blamed for violent or hateful
conduct, because “it’s not the game, it’s the gamers
who choose such behaviour. In fact, causally linking
gaming to extremism or toxicity “would be like thinking
that cars existing is part of the problem of drunk
driving accidents”. This is because the vast majority
of gamers are ordinary people. The hate Ive seen is
a small, vocal minority that is effective because it is
loud and shocking, but most gamers Ive met have
been great people from all walks of life.” Overall, video
games can be a tremendous “force of goodfor those
who play and, despite the problems outlined above,
should not be subjected to a “witch hunt” but treated
like other hobbies are treated: as places of interaction
with like-minded individuals, which may sometimes
be hacked by extremists, but which generally yield
positive outcomes for those involved.
Examining the Intersection Between Gaming & Violent Extremism 19
What do you like about playing
video games?
Challenge/competition 35%
Escapism 21%
Community 16%
Relaxation 14%
If someone asked you why you
play, what would you say?
Entertainment 42%
Community 25%
Relaxation 17%
Escapism 13%
In your opinion, what are positive
outcomes of playing?
Community 36%
Skill development 24%
Relaxation 16%
Entertainment 15%
As illustrated above, when asked about the positive
aspects of video gaming on three separate occasions
in the survey, participants were largely in agreement
on the key positive outcomes of gaming (see also
Appendix III).
Community: Connecting with others, socializing
with like-minded individuals and being part of a
community were the most-often named positive
outcomes of gaming. You can build such an
amazing community and have so much fun w
[sic] friends and people you never met” describes
the general tenor of most answers. Some
participants explained that they had met the “best
friends of my life” or even their spouses through
gaming. Others emphasized the chance to make
friends all over the world, which would have not
been possible otherwise, and praised the “ability
to connect across borders and cultures” that
video games provide. Others described a feeling
of belonging in a “collective culture” and a feeling
of acceptancethat they did not receive in real
life. Video games also help to sustain friendships
originating in the oine world: “I ... have many
friends that no longer live near me and video
games help us stay in contact with each other
through a shared interest.”
Entertainment: Unsurprisingly, many participants
play video games because it is their hobby, a
fun and entertaining activity. One participant
suggested that games are fun [and the] brain
chemicals go brrrr”; another explained that “it’s
fun and stress-free of my worries. I don’t have
to worry about this and that person, I don’t have
to worry about the competition in the real world,
society, and in the classroom. It’s just the game
and my mind is free to enjoy it.” “The highs of
video games are incredibly high, nothing can
make you feel much better on a consistent basis,
added another participant. For many, gaming is
a leisure activity and hobby that brings joy and
entertainment.
Escapism: Many participants relayed that
they use gaming to escape and cope with their
everyday life. “Playing a game is like traveling to
another existence. It helps me cope with life in
this world,” said one respondent. Multiple others
described the need to “disconnect”, “distance
and “distractthemselves from their worries,
describing games as “a place to take solace” from
the realities of their existence. Some respondents
also explained that gaming provides a temporary
relief from anxieties and mental illnesses such
as depression and even PTSD. It was mentioned
often that gaming is a positive and productive
escape from reality, because gamers are “able to
live out fantasies that real life can’t provide” and
games provide them with the “ability to create
something more stable and wonderful than
what I see in the world. Games, one participant
explained, “allow me to do [and] see things that
are impossible, impractical, or stressful in real
life. I can go to space, be a lawyer, use magic, y
planes, and manage countries without worrying
about messing up.” This can go as far as living out
one’s true identity in games.
Relaxation: Like other hobbies, games provide
relaxation. They “allow me to slow down,
somewhat, after my mentally demanding job”,
help to “unwind”, provide an outlet to “release
pent up frustration without bothering or
hurting someone” and may put players in a “zen
state of mind”. Gaming can be therapeutic,
meditative, relaxing [and] inspiring”, according
to respondents. In a similar vein to escapism,
multiple participants stressed that the relaxing
effects of video games support the management
of their mental health, because it can “calm down
strong negative emotions” and “shuts off the
amygdala (the part of the brain that processes
strong emotions like fear) so it helps with my
anxiety in an otherwise panic-inducing situation.
20 Examining the Intersection Between Gaming & Violent Extremism
Challenge/competition: Multiple respondents
stated that they play because they like competing
with others and enjoy being constantly challenged.
Some relish the feeling “that I am better than
other people in a competitive environment” and
like kicking a** and feeling powerful”. Others
emphasize the desire to be challenged: “Games
challenge me perfectly, they match my skill so that
I’m always challenged but not too dicultly,” said
one participant, echoing the argument that Jane
McGonigal,
37
among others, has made that games
provide a more satisfactory experience than
many real life situations because they create ow
experiences, perfectly match the challenge to the
skill level of the player and provide clear goals and
pathways to succeed.
Skill development: When asked about the
positive outcomes of video games, many
participants stressed that games teach players
a range of useful skills, because gaming is
“exercise for the brain. The list of skills they
provided is long and includes (foreign) language
development and communication skills, improved
concentration, better reexes, hand–eye
coordination and dexterity, increased spatial
awareness, teamwork, empathy, resource
management, pattern recognition, dealing with
losing/frustration and strategic thinking. Some
also mentioned learning about stock markets,
history, geography and different cultures, as
well as programming, software development,
linguistics and product management. Overall,
one participant explained, “gamers intuitively
understand that they can learn new things,
change and evolve. The majority of games are
based on the assumption that the player will
learn new skills to progress. That’s a valuable life
lesson that some people around me are missing:
That things can change and effort pays off and
people can get better by practicing.”
37. McGonigal, J. (2012). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Vintage Books: London
Other important reasons for and positive outcomes
of playing respondents relayed included that:
Games are works of art and offer high-quality
storytelling – games tell “amazing stories and
showcase unique and beautiful art
Playing provides gamers with a sense of
accomplishment and the feeling that they are able
to overcome obstacles through determination
and practice – games teach you how to overcome
seemingly-insurmountable problems” and provide
the opportunity to “enjoy ... watching myself
improve
Video games offer unique immersive experiences
– they provide the opportunity to experience
“stories in a way that one can’t through books or
lm” because “I get to change what happens. I can
actively participate in them.”
Video games can serve as educational tools –
video games are a great source of ... knowledge.
I know a lot of people who, when asked where they
learned about how something related to physics,
metallurgy, or English vocabulary, they would
respond that they learned it in a video game.”
In addition, participants were asked what they enjoy
about spending time on gaming-adjacent platforms.
The overwhelming majority emphasized the social
and community aspects of these spaces, which
allow them to interact with like-minded individuals
across borders and have become, especially during
the pandemic, an increasingly important way of
socializing. Several participants also explained that
they enjoy watching other players (e.g. streamers on
Twitch), either to learn more about different games or
because they enjoy the streamers’ personalities.
Examining the Intersection Between Gaming & Violent Extremism 21
Overall, participants stressed time and time again
that “games can do so much”, that they have a range
of positive effects for players and that gaming is
not a problem to be solved but a hobby enjoyed by
many. Gaming is not inherently linked to problematic
behaviour, they “are not evil or good. It’s what we make
of them.” Toxicity and extremism can and do occur
in many other communities and some respondents
explained that they heard more extremist language
and viewpoints from the people in [their] town’s local
pickleball club than a video game in-game chat”. In
fact, many participants explained that video games
and the social connections they have made through
gaming have helped them through dicult times, are
a source of joy, provide a feeling of belonging, and are
relaxing and entertaining. Therefore “it’s high time we
switch the narrative” from an emphasis on the negative
aspects of gaming and its related culture to how it can
be used as a force of good”, including in PCVE.
Reections on trolling
As per the feedback from the focus groups, we
did not post the survey to any public forum such
as Facebook, Twitter or Reddit, because it was
suggested that the survey data would potentially
become tainted by online trolling. Despite this, the
survey still received several responses that were
evidently examples of trolling. There were a number
of sexual trolling responses, e.g. about (large) male
genitalia and “your motherjokes. Some trolling
attempts reproduced memes and lm references,
some were silly such as I’ve got over 14000 hours
in a roguelike. Bet you don’t. Neener neener
neener”, whereas others amounted to rants against
the system’ such as “Good and evilis relative.
Same with ‘education’ and ‘propaganda.’ There is
no radicalization going on. Just common people
that disagree with your totalitarian nonsense and
challenge your authority. It wasnt video games or
far-right’ propaganda that ‘radicalized’ me. It was
public school, your ‘trusted sources’ and government
ocials. Their moral grandstanding, hypocrisy, and
lies. UN boomers are cringe and gay.”
38. ADL (n.d.) “109/110”. https://www.adl.org/education/references/hate-symbols/109110
Other examples were signicantly more offensive,
using slurs, derogatory terms and hateful language,
including towards certain sexual and ethnic
minority groups. Antisemitism, transphobia and
racism were the most common themes in these
responses and included calls for violence and denial
of the Holocaust. A minority of trolls went as far as
reproducing far-right memes and phrases, such as
If I were to get kicked out of 109 bars, I don’t think I’d
be entitled to blame the bartenders, which alludes
to the antisemitic narrative that Jews being expelled
from 109 countries is evidence that they are a
problem for societies.
38
The motive for such trolling replies reproducing
far-right narratives remains unclear. There are
three possible explanations for this behaviour: a)
respondents unknowingly reproduced ideological
narratives, b) the sample included radicalized
individuals, or, c) the main goal of these respondents
was to upset readers and they chose whichever
hateful comments they believed would produce
the most outrage. In other contexts, many survey
participants explained that they believe toxicity
is motivated by the wish to provoke, which is an
indication that c) might be the most likely explanation.
However, without follow-up interviews of these
trolls, there is no way to be sure of this. These trolling
examples illustrate how dicult it can be to research
gaming communities and gain insights into the true
experiences of gamers. If surveys conducted within
trusted networks can be disrupted by some trolls, it is
likely to be substantially more dicult to administer
surveys among wider gaming communities without
signicant disruptions.
22 Examining the Intersection Between Gaming & Violent Extremism
I
t is apparent from the above discussion that
gaming, gaming-related content and gaming-
adjacent platforms are used for the dissemination
of hateful, toxic and potentially extremist content
– and gamers are very aware of this fact. However, it
is also abundantly clear that gaming has tremendous
positive outcomes for those who engage in it.
39
The
focus group participants and survey data suggest that
gamers and users of gaming
-adjacent platforms are
exposed to toxic content on a regular basis, although
hardcore’ extremist content
is less likely to appear in
open and public spaces.
However, it remains unclear
whether there is a causal relationship between gaming-
related content and radicalization and how such a
relationship interacts with or amplies other drivers
of radicalization, if at all. The presence of hateful and
extremist speech on gaming platforms could both
familiarize and desensitize individuals to hateful content
and afford extremists the opportunity to build upon
misogynistic or racist ideas to facilitate engagement
with their ideology. While all gaming-related spaces
are in need of further examination, in-game chats in
particular stand out as the space where toxic content
is encountered most prominently and, therefore, merit
special attention in further research efforts.
39. This study conrmed and expanded upon two recent ADL studies on positive and negative experiences of gamers: ADL (2019). Free to Play? Hate, Harassment, and Positive
Social Experiences in Online Games. https://www.adl.org/free-to-play; ADL (2020). Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020. https://
www.adl.org/free-to-play-2020
However, we have also seen throughout this report
that gaming can yield a number of positive effects,
most prominently by supporting social connections
and the building of communities, but also by facilitating
relaxation, escapism and entertainment. In addition,
video games can serve as tools for skill development,
education and overcoming challenges. For many,
these positive outcomes of playing video games and
spending time on gaming-adjacent platforms draw
them to gaming despite the toxicity.
While certain problematic behaviours cannot be
denied, gaming communities are not simply places
of hate. They are also places of belonging and should
be treated as such; it is of crucial importance to
acknowledge gaming not only as not inherently
linked to negative outcomes but as a force for good
in people’s lives. Any discussion of toxicity, hate and
extremism in gaming spaces should be grounded in
the knowledge that gaming offers the opportunity for
positive experiences and connections. In the future,
therefore, exploring how gaming can support political
education and PCVE projects and collaborating with
gaming communities to empower them to take charge
of their gaming experiences and counter hateful
conduct will be essential.
5. Conclusion
Examining the Intersection Between Gaming & Violent Extremism 23
Overall, there seems to be little doubt that extremists
seek to exploit the attractiveness and popularity of
video games, gaming-related content and gaming
-adjacent platforms, albeit sometimes not as openly
as one might expect. While the effects and ‘success
of this exploitation remain unknown, the presence
of extremist actors and toxic, hateful, sometimes
extremist content in gaming-related spaces suggests
that PCVE actors are well advised to engage with the
topic of gaming and extremism to gauge whether and
how measures in these spaces should be designed and
implemented.
Recommendations and future steps
When discussing the issue of gaming and
extremism, all actors involved should take care
not to suggest that gaming as such is a problem
to be solved, either explicitly or implicitly. They
should take into consideration that there is
currently no evidence that being a gamer or
frequenting gaming spaces makes individuals
more susceptible to radicalization processes.
On the contrary, it should be recognized and
emphasized that gaming provides many positive
outcomes and any discussion of gaming and
extremism should be anchored in this knowledge.
More evidence-based research into extremists
use of gaming spaces and gaming content is
needed to delineate the scope and prevalence
of the issue. It is also crucial to understand
more about how different gaming spaces are
used by extremists, whether certain spaces are
more prone to being exploited than others, the
differences between the exploitation of gaming
by right-wing or jihadist extremists, and whether
(and how) extremists target individuals differently
based on their age, gender or background. In
addition, a deeper understanding of the reasons
for extremists’ presence in gaming spaces and
the potential consequences of this presence,
especially on radicalization processes, is needed.
Special emphasis, as this study demonstrates,
should be placed on in-game chats and on
communication platforms as a large part of
hateful content seems to appear in these
spaces. Overall, it will be crucial that researchers
continue to speak to the gaming community,
rather than only about it, in their efforts to
understand more about how extremists act in
gaming spaces.
40. The roundtable is available on UN WebTV: https://media.un.org/en/asset/k14/k14g6o92
While moderation efforts differ widely between
platforms and many are already taking action, it
will nevertheless be necessary for PCVE actors,
policymakers and researchers to work closely
with platforms to curb extremists’ exploitation of
gaming spaces, such as by devising programmes
to train moderators in identifying fringe and
extremist content and to ensure that users are
held accountable for their actions. However, a
balance must be struck. Gaming and gaming
spaces should not be over-policed and efforts to
moderate and regulate should include input from
the gaming communities affected.
The exploitation of gaming spaces and content
by extremist actors is not an issue that can be
addressed by a single entity but represents a
multi-stakeholder problem. To commence this
work, UNOCT hosted an expert roundtable on
the intersection of video games and violent
extremism and invited speakers and panelists
from across sectors to discuss the research
ndings and to explore innovative ways to use
gaming in PCVE projects. The discussion was
centred on the misuse of gaming exploitation
as well as a multi-stakeholder exploration of
opportunities for innovative PCVE policy and
programming support.
40
In the future, UNOCT will
continue to support networking and knowledge-
exchange formats between gamers, video game
and tech companies, GIFCT and related entities,
policymakers, governments, law enforcement,
international organizations, PCVE actors,
researchers and other relevant stakeholders.
Through continuous dialogue, it can be ensured
that relevant voices are heard and cooperation is
strengthened.
So far, PCVE interventions in gaming spaces
have been rare. Therefore, it is necessary
to communicate how extremists seek to use
gaming spaces to PCVE practitioners and raise
awareness on the various dimensions of this
exploitation, including video games, gaming
-adjacent platforms and the use of gaming
content in propaganda material. If future PCVE
efforts in gaming spaces are to be successful,
practitioners also need to develop subcultural
knowledge of gaming spaces and learn to
navigate gaming platforms. This is a necessary
precondition to develop effective PCVE
campaigns with a gaming dimension.
24 Examining the Intersection Between Gaming & Violent Extremism
As the focus group participants suggested,
PCVE actors should encourage and support
positive, bottom-up initiatives by gamers and
for gamers aimed at reducing the prevalence of
hateful content in gaming spaces. This will ensure
that the positive voices within the community
are strengthened and empowered to facilitate
change from within rather than seeking to drive
change through external intervention.
Given the popularity and reach of video games,
gaming-adjacent platforms and related content,
and considering the positive outcomes of
engaging with gaming content and spaces,
it is advisable that PCVE actors delineate
the possibilities of including gaming content
in counter-extremism efforts or positive
intervention campaigns and transfer existing
digital PCVE measures to gaming spaces. At this
point in time, it is not feasible to deduce best
practices for PCVE regarding the use of gaming
content and platforms. Rather, PCVE actors
need to engage in trial and error to accumulate
more practical experience regarding gaming
in counter-extremism projects. Through the
Extremism and Gaming Research Network,
UNOCT will be involved in the design and
implementation of innovative projects, support
research efforts to gather more evidence and,
subsequently, extrapolate recommendations for
PCVE interventions using gaming.
APPENDIX I
Methodology and Limitations
Insights from the literature review as well as Phase I
and II of the research project were incorporated into
the design of an online survey, which was delivered
via SurveyMonkey and was live from 29 November
2021 to 10 March 2022. The survey link was distributed
through
trusted networks, including networks that
UNOCT had already established with gaming-adjacent
organizations, through the networks of our focus
group participants and through additional contacts
from the authors’ personal and professional networks.
From these trusted networks, 622 participants lled
out the survey.
On the advice of several of our focus group
participants, we did not post the survey to any public
forum such as Facebook, Twitter, Steam or Reddit,
because it was suggested that the survey data would
quite quickly become tainted by online trolling. As
such, UNOCT distributed the survey strictly within the
network of trusted colleagues and organizations. It is
likely that this skewed the survey replies. The trusted
networks were not only limited geographically and
linguistically – preventing a generalization to gaming
communities in other geographical locations and/
or communicating in languages other than English
but may not even be indicative of the attitudes and
perceptions of the gaming communities in North
America and Europe, as the trusted networks are
likely to include many individuals with a more left-
leaning, liberal, pro-democratic political worldview.
Consequently, their responses on, for instance,
hateful comments they encounter during gaming,
may partially be coloured by their political
convictions. This is an important limitation and
should be taken into account when judging the survey
results presented above. While the trusted network
approach kept trolling to a minimum, it also means
that the ndings are perhaps less generalizable than
they would have been with a more open approach.
The survey contained 39 questions, with over 20 of
these being open-ended questions, which allowed
gamers to express their experiences and feelings in
their own words. This ensured that the participants
were given ample opportunities to relay personal
experiences and opinions, including on issues not
specically asked about in the closed questions.
Many participants gave elaborate responses to
the open-ended questions, which enabled the
researchers to take a deep look into both the
challenges and benets users experience from
playing video games and from being present in
gaming-related spaces such as gaming platforms.
The replies to the open-ended questions were coded
inductively according to the main themes discussed
by respondents. Overall, this approach ensured
that the report above is rmly anchored in gamers
personal experiences and gives gamers a voice,
which has been largely absent in the literature on
gaming and extremism so far.
Examining the Intersection Between Gaming & Violent Extremism 25
APPENDIX II
Quantitative Survey Data
Figure 1 Locations of survey respondents Figure 2 Age range of survey respondents
Figure 3 Gender breakdown of survey respondents
Figure 5 Survey responses to “Do you usually play alone
or with others?
Figure 4 Survey responses to “How many hours do you
spend gaming per week?
Figure 6 Top 5 survey responses to the question “What
genres of games do you most often play?
0%
35%
30%
25%
20%
15%
10%
5%
0%
80%
60%
40%
20%
0%
Female Male Other/Non-binary
Other (please
specify)
Australia
& Oceania
Asia
Africa
North America
Europe
10% 20% 30% 40% 50% 60%
0-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 50+
0-5 hours
6-10 hours
11-15 hours
16-20 hours
21 hours+
0
100
200
300
0%
Roleplaying
Game
Shooter Strategy Adventure Massively
Multiplayer
Online Game
10% 20% 30%
Alone
With others
Other (please
specify)
0% 10% 20% 30% 40% 50%
26 Examining the Intersection Between Gaming & Violent Extremism
Figure 7 Survey responses to “How much money do you
spend on gaming every month?
Figure 9 Survey responses to a question related to where
a respondent witnessed hateful or violent
content while gaming
Figure 11 Survey responses when asked how much
misogyny they see
Figure 8 Survey responses to a question related to whether
the respondent has seen any hateful or violent
behaviour while playing video games or on gaming
platforms
Figure 10 Survey responses to how often a respondent is
exposed to hateful or violent content while gaming
Figure 12 Survey responses when asked how much racism/
xenophobia they see
0%
0%
0% 10% 20% 30% 40% 10% 20% 30% 40%0%
0% 10% 20% 30% 40% 50%10% 20% 30% 40% 50%
10%
Yes No
20% 30% 40% 50% 60% 70% 80%
80%
70%
60%
50%
40%
30%
20%
10%
0%
$0-100
In-game chats
A great deal
A great deal
A great deal
A lot
A lot
A moderate
amount
A moderate
amount
A little
A little
None at all
None at all
A lot
A moderate
amount
A little
None at all
Live
conversation...
By streamers
In chats
during streams
On Discord
servers and...
All of the
above
Other (please
specify)
$101-200
$201-300
$301-400
$401-500
Over $500
Examining the Intersection Between Gaming & Violent Extremism 27
Figure 13 Survey responses when asked how much
extremist content they see
Figure 15 Survey responses when asked how much
Islamophobia they see
Figure 17 Summary of gures 11-16 – survey responses to questions related to the frequency of exposure to different kinds
of hateful or extremist content
Figure 14 Survey responses when asked how much
antisemitism they see
Figure 16 Survey responses when asked how much
homophobia they see
A great deal A lot
A moderate
amount
A little None at all
Misogynistic
16% 15% 23% 28% 18%
Racist/Xenophobic
14% 16% 26% 30% 14%
Extremist
9% 7% 16% 34% 33%
Antisemitic
9% 6% 13% 34% 38%
Islamophobic
9% 7% 14% 34% 36%
Homophobic
17% 17% 21% 28% 18%
0%
0%
0%
0%
10% 20% 30% 40%
10% 20% 30% 40%
10% 20% 30% 40%
10% 20% 30% 40%
A great deal
A great deal
A great deal
A great deal
A lot
A lot
A lot
A lot
A moderate
amount
A moderate
amount
A moderate
amount
A moderate
amount
A little
A little
A little
A little
None at all
None at all
None at all
None at all
28 Examining the Intersection Between Gaming & Violent Extremism
APPENDIX III
Additional Details of Survey Responses
On which platforms and
in which games does toxic
behaviour occur most often?
Everywhere 7.4%
Platforms
Discord 16.5%
Twitch 11.1%
Reddit 5.7%
Twitter 5.7%
YouTube 3.4%
Steam 2.2%
Other 3.4%
Types of Games
League of Legends 17%
Call of Duty 6.9%
Other Shooters 15.5%
Other Multiplayer
Online Battle Arena 7.6%
Massively Multiplayer
Online Game 3%
Other 3.7%
Which platforms (Steam etc)
do you use to play video games?
Steam 80.5%
Nintendo, esp. Switch 23%
PC 16.5%
Epic Games 14.6%
Phone/mobile 9.4%
Playstation 9.4%
GoG 9.4%
Xbox 9.0%
Riot 7.7%
Origin 6.0%
Battle.net 5.2%
Itch < 3%
Minecraft < 3%
Blizzard < 3%
Roblox < 3%
Ubisoft Connect < 3%
Wii < 3%
Amazon Games < 3%
League of Legends < 3%
Humble Bundle < 3%
Oculus < 3%
Emulation < 3%
Thunderspygaming < 3%
Mojang < 3%
Byond < 3%
Discord < 3%
Twitch < 3%
World of Warcraft < 3%
Other < 3%
In your opinion, what are the
positive outcomes of playing
video games?
Community/Socializing/
Friendships 36%
Skill development 24%
Relaxation 16%
Entertainment 15%
Other answers, in descending
number of replies (all less than
10% each, but still relevant):
Storytelling
Escapism
Sense of accomplishment
Art
Education
Hobby
Game Features (for example,
immersion)
If someone asked you why
you play video games, what
would you say?
Entertainment 42%
Community 25%
Relaxation 17%
Escapism 13%
Other themes, in descending
number of replies (all less than
10%, but still relevant):
Challenge/Skill
Storytelling
Hobby
Art
Sense of accomplishment
Game elements
Education
Examining the Intersection Between Gaming & Violent Extremism 29
Acknowledgement
The authors of the report would like to rst thank Emma Gray Ryan, who contributed to the data analysis and
thinking through some of the ndings. We would also like to thank Ross Fernett, Marc-André Argentino, and
Galen Lamphere-Englund, who provided valuable feedback on earlier drafts towards the making of this report.
Gratitude must also go to the focus group participants interviewed in during Phase I and II of the research, who
have graciously given their time to help with this project and provided crucial insights on gaming and extremism.
Finally, we are thankful to our colleagues, who helped in distributing the survey widely across diverse networks
to support this research, as well as all survey participants, who took the time to share their views with us.
Linda Schlegel
Linda is a PhD student at the Goethe University Frankfurt
and a founding member of the Extremism and Gaming
Research Network (EGRN). She is also a Research Fellow
at modus | Center for Applied Research on Deradicalization
and an Associate Fellow at the Peace Research Institute
Frankfurt (PRIF). Her research interests include gaming and
(counter-) extremism, storytelling and narrative campaigns,
digital radicalization processes, and online PCVE.
She tweets at @LiSchlegel.
Amarnath Amarasingam
Amarnath Amarasingam is an Assistant Professor in the
School of Religion, and is cross-appointed to the Department
of Political Studies, at Queen’s University in Ontario, Canada.
He is also a Senior Fellow with the International Centre for the
Study of Radicalisation. His research interests are in terrorism,
radicalization and extremism, online communities, diaspora
politics, postwar reconstruction, and the sociology of religion.
He is the author of Pain, Pride, and Politics: Sri Lankan Tamil
Activism in Canada (2015), and the co-editor of Stress Tested:
The COVID-19 Pandemic & Canadian National Security (2021) and
Sri Lanka: The Struggle for Peace in the Aftermath of War (2016).
He tweets at @AmarAmarasingam.
About the Authors
32 Examining the Intersection Between Gaming & Violent Extremism
CONTACT
If you would like additional information about this report,
please contact us at:
@un_oct | #uncct
www.un.org/uncct