ABSTRACT
The use of digital gaming spaces by extremist actors is of growing interest to a wide range of stakeholders. Governments are interested in how these spaces are being utilized to radicalize, mobilize, fundraise, and recruit. Parents are interested in what ideologies or propaganda their children may be exposed to while playing games. Tech companies want to understand how extremists exploit their platforms and actors working on preventing and/or countering (violent) extremism (P/CVE) want to understand how to curb extremists’ influence in digital gaming spaces and use gaming for prevention efforts. Researchers are interested in all of the above.
