Gaming and Extremism : The Radicalization of Digital Playgrounds
Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the'gamification of extremism.'Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the fiel...
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Routledge
2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=3770404&site=ehost-live header: @attributes: shortDbName: nlebk uiTerm: 3770404 longDbName: eBook Collection (EBSCOhost) uiTag: AN controlInfo: bkinfo: btl: Gaming and Extremism : The Radicalization of Digital Playgrounds aug: au: Linda Schlegel Rachel Kowert isbn: 9781032482996 9781032483016 9781003388371 9781003850397 9781003850533 imageinfo: pubinfo: dt: @attributes: year: 2024 month: 01 day: 01 dtAvail: @attributes: year: 2024 month: 11 day: 08 pub: Routledge pubContract: Taylor & Francis (Unlimited) place: New York, NY price: 0.01 limitsGroup: maxCheckoutDays: 1500 copyPages: -1 pda: N printPagesOffline: 60 printPagesOnline: 60 previewPages: 10000 prePubGroup: dewey: @attributes: class: 794.8 item: 794 .8 lc: @attributes: class: GV1469.34.P65 item: GV 1469 .34 .P65 artinfo: ui: 3770404 1410823178 formats: fmt: – @attributes: type: EB doid: NL$3770404$PDF caption: PDF download: Y – @attributes: type: EK doid: NL$3770404$EPUB caption: EPUB download: Y tig: atl: Gaming and Extremism : The Radicalization of Digital Playgrounds ptl: Gaming and Extremism aug: au: Linda Schlegel Rachel Kowert su: Radicalization Video gamers--Political activity Video games--Political aspects Radicalism sug: subj: POLITICAL SCIENCE / Terrorism SOCIAL SCIENCE / Media Studies Radicalization Video gamers--Political activity Video games--Political aspects Radicalism ab: Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the'gamification of extremism.'Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field.This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license. pubtype: eBook doctype: Book ougenre: Book language: English copyright: @attributes: flag: N copyrightText: holdings: @attributes: islocal: N |
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