Violent Video Games, Recruitment and Extremism

Criminal Justice Ethics (forthcoming)
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Abstract

Violent video games are not always or perhaps even typically used for recruitment by extremist groups, even when extremists produce their own games. Nevertheless, when not used for recruitment, they have a clear propaganda function, including that of “normalising” extremism behind the façade of a familiar first-person shooter format. There is some evidence that success in violent video games may distinguish players and make them liable to in-person approaches from extremists on game-adjacent platforms. These approaches may radicalize players who are looking for social connection, and may, in a few cases, turn them into real-world fighters. Extremist games also give people with extremist inclinations the opportunity to act them out online. The transition from game violence to real violence is not guaranteed, but extremists encourage it, sometimes through tactical communication over gaming devices, sometimes by using game audio and text for the expression of hate. There are strong and obvious moral objections to this use of games and game-adjacent platforms, and to enlisting games for the common extremist objective of weakening liberal democracy.

Author Profiles

Joshua Kelsall
University of Warwick
Tom Sorell
University of Warwick

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