In the wake of the attacks in Christchurch, El Paso and Halle, the so-called ‘gamification of terror’ has made headlines and sparked academic interest in the potential role of gamification in radicalisation processes. Most recently, the Radicalization Awareness Network (RAN) has discussed both videogames and gamification as potential facilitating factors of radicalisation in the EU. This blog article is based on the new RAN Paper “The Gamification of Violent Extremism & Lessons for P/CVE”.
Contrary to popular opinion, extremist communication is not simply based on hatred and calls for violence. While beheading videos or livestreamed shootings may generate attention, displays of violence alone are an insufficient basis for an extremist ideology and claims of legitimacy. Utopian narratives – visions for the perfect society – are an indispensable element of propaganda efforts. Without detailing what one is fighting for, an essential part would be missing from the web of extremist ideological communication. While the last years have seen an increase in narrative campaigns designed to delegitimize extremist ideologies and provide alternative worldviews, pro-democracy narratives struggle with responding to the utopian visions propagated by extremist actors.