ABSTRACT
While research into radicalization, extremism, and gaming is nascent, this chapter explores potential theories that might explain how extremists use gaming and gaming-related content and spaces, alongside how those uses fit into cognitive and behavioral (violent) radicalization processes. The chapter discusses theories on why extremists seek to utilize gaming for their ends, what makes gaming attractive to them, and what implications those uses have on digital cognitive and violent radicalization processes. In addition, it explores extremist typologies of gaming exploitation, uses of gamification and “play frames,” and examines new applications of classic radicalization theories such as identity fusion and small group recruitment dynamics, recruiter-to-gamer profile types, and socialization or social networking explanations to the gaming sphere. By retooling validated models like these, the chapter assembles and proposes frameworks for understanding the social functions of gaming in radicalization processes.
