Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "
"This report draws on existing literature; fresh interviews with gamers, gaming company executives, and experts; and findings from a multinational survey of gam
This thesis explores the alarming trend of the gamification of extremist violence, focusing on three harrowing case studies: the Christchurch Mosque shootings,