Abstract
Hate speech, harassment, and an increasing prevalence of right-wing extremism in online game spaces are of growing concern in the United States. Understanding trends in how and to what extent extremist groups utilize online gaming spaces is vital in taking action to protect players. To synthesize the current state of extant research and suggest future directions, we conduct a systematic review of the literature on right-wing extremism in videogames. We detail our search protocol, selection criteria, and analysis of the collected work, and then summarize the findings. Important themes include how and why extremists’ targeting of online game communities began, the role of Gamergate in this process, and the industry and market context in which such activities emerged. We describe the current nature of the problem, with extremist language and ideology providing a kind of on-ramp for radicalizing disenfranchised gamers. We conclude with a summary of responses from industry and legislators.
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CITATION STYLE
Wells, G., Romhanyi, A., Reitman, J. G., Gardner, R., Squire, K., & Steinkuehler, C. (2024). Right-Wing Extremism in Mainstream Games: A Review of the Literature. Games and Culture, 19(4), 469–492. https://doi.org/10.1177/15554120231167214
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