Taking it to the extreme: prevalence and nature of extremist sentiment in games

More than half of all game players report experiencing some form of hate, harassment or abuse within gaming spaces. While prevalence assessments of these actions in digital gaming spaces are ongoing, little remains known about the more extreme forms of these behaviors. Specifically, experiences of extremism. This paper addresses the gap in research knowledge around the expression of extremist sentiment in games by evaluating their prevalence, location, and nature, and impact. Assessing experiences via an online survey, game players (<i>n</i> = 423) reported an alarmingly high rate of frequency for being the direct target of, as well as a witness to, all forms of extremist content. Most of these experiences were text-based, reported to be happening in-game. Most players endorsed statements relating to a normalization of extreme ideologies within gaming cultures. It is promising that reporting these behaviors was the primary action taken by players for most of the players; however, "ignoring" these actions was also a common strategy. It is possible that player inaction reflects the embeddedness and normalization of these actions in gaming spaces and/or a lack of trust in moderation systems to be responsive. The prevalence of extreme sentiment in gaming cultures should raise concern from game makers, members of the gaming community, parents, and policy makers alike.

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Institutions

Publication Details

Journal
Frontiers in Psychology
Published
2024-08-16
DOI
https://doi.org/10.3389/fpsyg.2024.1410620
Citations
7
Primary Topic
Terrorism, Counterterrorism, and Political Violence
Type
article
Field-Weighted Citation Impact
7.92

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article

Taking it to the extreme: prevalence and nature of extremist sentiment in games

Elizabeth D. Kilmer, Rachel Kowert, Alex Newhouse
7 citations
Frontiers in Psychology
Terrorism, Counterterrorism, and Political Violence
7.92
article

Taking it to the extreme: prevalence and nature of extremist sentiment in games

Elizabeth D. Kilmer, Rachel Kowert, Alex Newhouse
article en
7 citations

Abstract

More than half of all game players report experiencing some form of hate, harassment or abuse within gaming spaces. While prevalence assessments of these actions in digital gaming spaces are ongoing, little remains known about the more extreme forms of these behaviors. Specifically, experiences of extremism. This paper addresses the gap in research knowledge around the expression of extremist sentiment in games by evaluating their prevalence, location, and nature, and impact. Assessing experiences via an online survey, game players (<i>n</i> = 423) reported an alarmingly high rate of frequency for being the direct target of, as well as a witness to, all forms of extremist content. Most of these experiences were text-based, reported to be happening in-game. Most players endorsed statements relating to a normalization of extreme ideologies within gaming cultures. It is promising that reporting these behaviors was the primary action taken by players for most of the players; however, "ignoring" these actions was also a common strategy. It is possible that player inaction reflects the embeddedness and normalization of these actions in gaming spaces and/or a lack of trust in moderation systems to be responsive. The prevalence of extreme sentiment in gaming cultures should raise concern from game makers, members of the gaming community, parents, and policy makers alike.

Frontiers in PsychologyVol. 15
Middlebury College (US)
U.S. Department of Homeland Security
Peace, Justice and strong institutions
Openalex Percentile: Top 3%
Terrorism, Counterterrorism, and Political Violence
7.92
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Taking it to the extreme: prevalence and nature of extremist sentiment in games — Elizabeth D. Kilmer, Rachel Kowert, et al. · Frontiers in Psychology (2024) | TGRS Research Map | TGRS