Digital games as cultural assets of influence
By: Rachel Kowert, Alex Newhouse
Abstract:Ìý
This chapter delves into the vulnerabilities of digital gaming spaces as platforms for the spread of extremist ideologies and recruitment. It argues that games, through their unique blend of social interaction, gamer culture, and game content, present a distinct risk for radicalization that requires particular attention. The chapter outlines how digital games serve as powerful venues for cultural and social influence, enabling the propagation of extremist views by bad actors under the guise of entertainment and community. The social dynamics within games, including the rapid formation of close relationships and identity fusion among players, are highlighted as key factors that can facilitate extremist indoctrination. Moreover, the chapter discusses how the gaming industry's current moderation approaches and lack of transparency exacerbate these issues, allowing extremist messages to proliferate with little resistance...