ABSTRACT
A core aspect and wide-ranging concern of the intersection between gaming and violent extremism is the concept and consideration of gamification. Described at its very core as the use of game design elements in nongame contexts, the gamification of violent extremism, or at least critical aspects of it, can be witnessed in numerous examples of terrorism committed by a variety of far-right and jihadist organizations; either included purposefully or organically due to the perpetrators being immersed in gaming cultures and subcultures. This chapter explores this emerging and important phenomenon, discusses some of the key contemplations, and critiques its potential for motivational and behavioral change, whilet considering its value to (violent) extremists. This is achieved by not only conceptualizing gamification, but also considering theoretical standpoints embedded within real-world examples including the Christchurch attack in 2019, considered to be one of the most prominent examples of this nature.
