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Online gaming ecosystems have brought new risks for radicalization for vulnerable groups. It is no longer just gamers who spend their time playing online games, but also radical and extremist groups that use these platforms for purposes of propaganda and recruitment. The GEMS research project is dedicated to this threat and aims to provide approaches for prevention. The project involves a consortium of European researchers, companies and experts to investigate the complex relationship between gaming platforms, user behavior and extremist ideologies. Through interdisciplinary approaches that include psychology, sociology, computer science and political analysis, the project aims to identify the mechanisms through which gaming ecosystems can be exploited for radicalization purposes. First findings, based on a literature review show, that recruitment is a two-stage process: first, the pre-selection of potential players within the game space. Then, radicalization and mobilization for violent actions are carried out through other, better-protected channels outside the gaming ecosystems.