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Digital Games, Gaming Cultures and Radicalisation

2019

A talk given at the Conference on Preventing Violent Radicalisation: Looking to the Future (EU2019.FI), 18.9.2019, Helsinki.

Digital Games, Gaming Cultures & Radicalisation Conference on Preventing Violent Radicalisation: Looking to the Future 18 September 2019, Helsinki EU2019.FI Tero Pasanen (tero.pasanen@gmail.com) Games & Radicalisation 1. Games as source of radicalisation • 2. The contested claim: the medium itself causes individuals to be radicalised Games as vehicles of propaganda • National Socialist and white supremacist games (from the early-1990s onwards) • Jihadist games (from the mid-2000s onwards) • Alt-right games (from the mid-2010s onwards) Note: radical organisations are not the only actors to use digital games as vehicles of propaganda • Military, political activists, non-governmental organisations, political parties and state actors Simulator Narrative • Gained popularity after the Columbine school shootings in the late-1990s • The pedagogical potential of the game medium is transformed into a harmful prospect • The claim: through active participation violent games become training simulators for mass shootings and other acts of violence • Conflated social concerns about the development of game technology, militarisation of popular culture and popularity of gaming • The research does not support the claim: no academic consensus on the effects of game violence • “Murder simulator” (mass shootings) and “jihad simulator” (jihadist propaganda games) Mass Shooters Identified as Gamers National Socialist Games • From tabletop board games and resource management games to first-person shooters (FPS) • Disseminate traditional antisemitic conspiracy theories and racist tropes • Poor quality of digital games: graphics and mechanics • Target audience is the in-group; the main objective is not to recruit new members • Sold to fund overall operations or distributed to convey shared narratives National Socialist Games Juden Raus (Günther & Co. 1938) Ethnic Cleansing (Resistance Records 2002) Pogromly (Self-published 1997) ZOG’s Nightmare II (NSM 2007) KZ Manager (The Missionaries 1990/2000) No Hope for Haiti (Victory Forever 2010) Before Jihad Simulators Night of Bush Capturing (GIMF 2006) Special Force 2 (Hezbollah 2007) The Jihad Sim: GTA ISIS (2014) Game Modifications for Arma 3 (BIS, 2013) Gamification • The term ”gamification” refers to application of game/playful elements in non-gaming context (Detering et al. 2011) • The FPS game aesthetics have been adopted by smaller jihadist militant groups (Dauber et al. 2019) Alt-Right Propaganda Games • Paradigm shift: from games and modifications to gaming subcultures • The claim: certain gaming subcultures create hotbeds for extremism and radicalisation or purport narratives that advocate such activities or politics • In-game adversaries: ethnic, racial and sexual minorities, members of media and competing ideologies • The main objective is to insult, troll and trigger political adversaries • Intentional controversy: generating shock for shock’s sake • Perceive themselves as a counterforce against political correctness • Using satire and parody as a shield against criticism Angry Goy II (Wheelmaker Studios, 2018) Jesus Strikes Back: Judgement Day (2Genderz Productions, 2019) Concluding Remarks • National Socialist and jihadists are explicit with their message in games, modifications and other game-related material, whereas productions associated with alt-right are more implicit • The misinformation and factoids disseminated by media have created persisting myths and ontological narratives about games and gaming that provoke unfounded fears • The games discussed today represent only a small fringe of gaming subcultures, not the whole cultural phenomenon • Games themselves are not the problem; the problem is how radical individuals/organisations use games technology to promote their political agenda. Literature/Sources Al-Rawi , A. (2018) Video games, terrorism, and ISIS’s Jihad 3.0. Terrorism and Political Violence, 30(4), 740–760. Dauber, C. E., Robinson, M. D., Baslious, J. J. & Blair, A. G. (2019) Call of Duty: Jihad – How the Video Game Motif Has Migrated Downstream from Islamic State Propaganda Videos. Perspectives on Terrorism 13(3), 17–31. Detering, S., Sicart, M., Dixon, D., Khaled, R. & Nacke, L. (2011) From Game Design Elements to Gamefulness: Defining “Gamification”. Proceeding of the Mindtrek ‘11, 9–15. Lakomy, M. (2019) Let's Play a Video Game: Jihadi Propaganda in the World of Electronic Entertainment. Studies in Conflict & Terrorism 42(4), 383 –406. Morris-Friendman, A. & Schhädler, U. (2003) “Juden Raus!” (Jews Out!) – History’s most infamous board game. Board Game Studies 6, 47–58. Newzoo (2019) Global Games Market Report 2019. Pasanen, T. (2014) Murhasimulaattoreista poliittiseen korrektiuteen: Väkivalta pelikohujen arkkityyppinä. Pelitutkimuksen vuosikirja 2014, 8–23. Pasanen, T. (2017) Beyond the Pale: Gaming Controversies and Moral Panics as Rites of Passage. University of Jyväskylä. Przybylski A. K., & Weinstein, N. (2019) Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report. Royal Society Open Science 6(2), 1 – 16. Speckhard, A. (2015) ”The Hypnotic Power of ISIS Imagery in Recruiting Western Youth”. International Center for the Study of Violent Extremism.