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UN says gamers leverage “toxic masculinity” to disguise extremism

A newly released report.

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The United Nations Office of Counter-Terrorism (UNOCT) has released a report examining gaming and violent extremism.

The report, titled Examining the Intersection between Gaming and Violent Extremism, is a result of surveys of gamers, expert consultations, and focus groups, and was prepared by Linda Schlegel, co-founder of the Extremism and Gaming Research Network, and Amarnath Amarasingam, an assistant professor at Queenโ€™s University.

The report notes that about 3 billion people (one-third of the global population) play online games, and the number increased during the pandemic, because โ€œcommunities in gaming spaces became a substitute for the lack of offline interaction and grew exponentially.โ€

The researchers allege violent extremists and terrorists use online gaming spaces to โ€œstrategically and organicallyโ€ achieve their goals. They say that the significant audience reach, the lack of moderation, and the customization in gaming platforms โ€œmake gaming spaces more prone to being exploited by extremists.โ€

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The lack of moderation allows extremists to โ€œdisseminate their ideas widely through audio conversations while playing, on livestreams and through chats.โ€

The researchers say they identified โ€œfour important ways in which games and gaming culture are used by extremists.โ€ They make some people โ€œfeel wanted and heard,โ€ use gaming-related content to disguise their extremist propaganda, and leverage โ€œtoxic masculinity,โ€ which is they say common in gaming subcultures.

It is reports such as this that have been used to call for more censorship and monitoring of players in gaming.

The report also says that different extremist groups use different methods. For instance, it alleges right-wing extremists exploit the โ€œmisogynistic and toxic parts of gaming culture,โ€ as well as โ€œboysโ€™ clubs.โ€ Jihadists on the other hand use โ€œvideogame aesthetics to make their propaganda more appealing to young Western audiences.โ€

The survey conducted by the researchers allege that โ€œthe toxicity found in gaming communities was by far the respondentsโ€™ most prominent complaint about both games and gaming-adjacent platforms,โ€ and the targets of the toxicity are mostly people of color, women, and LGB and trans gamers. 30 to 34% of respondents said they had โ€œwitnessed โ€˜a great dealโ€™ or โ€˜a lotโ€™ of misogyny, racism/xenophobia or homophobia.โ€

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