EDUCAÇÃO PARA A EXTREMA DIREITA: UMA REVISÃO BILBIOGRÁFICA DO USO DE VIDEOGAMES COMO FERRAMENTA DE RADICALIZAÇÃO DA JUVENTUDE

Videogames are one of the most popular and relevant types of media today, driving a multi-million dollar global industry and instrumentalizing social, political and cultural issues. However, there is a constant and growing presence of hate speech and harassment in online gaming environments. This study aims to carry out a systematic literature review through an electronic search of articles in databases, using the recommendations of the PRISMA 2020 protocol, focusing on the interactions between far-right movements and the videogame culture and gamer communities, and the influences of this extremist discourse in these contexts. It was possible to observe recurring questions about the history of the video game industry, forms of recruitment and radicalization in gamer spaces, community involvement with far-right agents and ideologies, and practices of appropriation and use of characteristics specific to video games or its community in the propagation of extremist discourses.

Authors

Publication Details

Journal
RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218
Published
2024-12-06
DOI
https://doi.org/10.47820/recima21.v5i12.6021
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

EDUCAÇÃO PARA A EXTREMA DIREITA: UMA REVISÃO BILBIOGRÁFICA DO USO DE VIDEOGAMES COMO FERRAMENTA DE RADICALIZAÇÃO DA JUVENTUDE

Bruno Rodrigues dos Santos, Paula Isabelle Oliveira Machado, Carlos Eduardo Dias oliveira da Paz
RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218
Digital Games and Media
article

EDUCAÇÃO PARA A EXTREMA DIREITA: UMA REVISÃO BILBIOGRÁFICA DO USO DE VIDEOGAMES COMO FERRAMENTA DE RADICALIZAÇÃO DA JUVENTUDE

Bruno Rodrigues dos Santos, Paula Isabelle Oliveira Machado, Carlos Eduardo Dias oliveira da Paz
article en

Abstract

Videogames are one of the most popular and relevant types of media today, driving a multi-million dollar global industry and instrumentalizing social, political and cultural issues. However, there is a constant and growing presence of hate speech and harassment in online gaming environments. This study aims to carry out a systematic literature review through an electronic search of articles in databases, using the recommendations of the PRISMA 2020 protocol, focusing on the interactions between far-right movements and the videogame culture and gamer communities, and the influences of this extremist discourse in these contexts. It was possible to observe recurring questions about the history of the video game industry, forms of recruitment and radicalization in gamer spaces, community involvement with far-right agents and ideologies, and practices of appropriation and use of characteristics specific to video games or its community in the propagation of extremist discourses.

RECIMA21 - Revista Científica Multidisciplinar - ISSN 2675-6218Vol. 5(12)
Openalex Percentile: Top 64%
Digital Games and Media
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