Alex Newhouse
- Building Resilience Against Violent Extremism Digitally: Trialing a New Gender-Based Approach Among GamersBy: Galen Lamphere-Englund, Mike Wilson, Jessica White, Claudia Wallner, Rachel Kowert, Nitchakarn Kaewbuadee, Petra Regeni, Alex Bradley
- Digital games as cultural assets of influenceBy: Rachel Kowert, Alex NewhouseAbstract:This chapter delves into the vulnerabilities of digital gaming spaces as platforms for the spread of extremist ideologies and recruitment. It argues that
- Extremist Identity Creation Through Performative Infighting on SteamBy: Alex Bradley Newhouse, Rachel KowertAbstract:The video game marketplace Steam has long hosted a lively social network for the purpose of connecting game players and game
- Landscape of extremist behavior in gamesBy: R Kowert, A NewhouseAbstract:Game Developers Conference
- Breaking the building blocks of hate: A case study of minecraft serversBy: Rachel Kowert, Austin Botelho, Alex NewhouseAbstract:A report from the Anti-Defamation League (ADL) center of Technology and Society
- Culturally justified hate: Prevalence and mental health impact of dark participation in gamesBy: Rachel Kowert, Elizabeth Kilmer, Alex NewhouseAbstract:Hate, harassment, and other forms of so-called “toxicity” are colloquially discussed as
- Radicalisation through Gaming: The Role of Gendered Social IdentityBy: Jessica White, Claudia Wallner, Galen Lamphere-Englund, Rachel Kowert, Linda Schlegel, Ashton Kingdon, Alexandra Phelan, Alex Newhouse, Gonzalo Saiz Erausquin, Petra
- Taking it to the extreme: prevalence and nature of extremist sentiment in gamesBy: Rachel Kowert, Elizabeth Kilmer, Alex NewhouseAbstract:More than half of all game players report experiencing some form of hate, harassment or abuse within