Examining Radicalisation in Gaming Spaces Through a Gender Lens

This project investigates the transnational, gendered community formation that occurs alongside gameplay and considers whether it has the potential to provide a socialising environment that is conducive to radicalisation to violent extremism.




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The 'Examining Socialization with a Nexus to Radicalization Across Gaming (-Adjacent) Platforms Through a Gender Lens' project is a consortium effort led by RUSI in partnership with other members of the Extremism and Gaming Research Network

It seeks to better understand, through a gender-based analysis (plus other identity markers (GBA+) model, how radicalisation through socialisation processes is happening in gaming and gaming-adjacent spaces. The project assesses whether communities in these spaces are being formed around specific in-group identities or the othering of out-groups, and how this is impacted by the nature of digital transnational and cross-ideological spaces.

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Sponsors

This project is supported by Public Safety Canada

Project team


Dr Jessica White

Acting Director of Terrorism and Conflict Studies

Terrorism and Conflict

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Claudia Wallner

Research Fellow

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Petra Regeni

Research and Project Officer, RAN Policy Support

RUSI Europe

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Galen Lamphere-Englund

Associate Fellow

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Dr Alexandra Phelan

Associate Fellow

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Love Frankie

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Moonshot

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Dr Ashdon Kingdon

Lecturer in Criminology, University of Southampton

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Dr Rachel Kowert

Research Psychologist

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Alex Newhouse

Political Science PhD student, University of Colorado Boulder

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Dr Linda Schlegel

Research Fellow at Peace Research Institute Frankfurt (PRIF) and at Modus

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Aims and objectives

The project seeks to provide accessible research analysis, coupled with pragmatic policy recommendations, to contribute to the knowledge base and to increase effectiveness of preventing and countering violent extremism efforts in and through online gaming and gaming-adjacent spaces.

The project team analyses a data set gathered across multiple gaming and gaming-adjacent platforms to investigate if and how the community formation occurring alongside gameplay has the potential to provide a socialising environment conducive to radicalisation to violent extremism. 

This exploration is conducted across countries using a GBA+ model, with an aim to include analysis of gender and other identity markers where possible. Ultimately, this project seeks to identify whether there is potential for harmful socialisation processes in these spaces and how these are formulated through cultural and communicative understanding.

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