The text discusses the growing popularity of gaming worldwide, with over 3.2 billion players and increasing engagement on gaming platforms. It highlights concerns about a potential link between gaming and extremism, particularly after the Christchurch attack in 2019, where the perpetrator livestreamed the event in a manner resembling video game aesthetics. Various international organizations and research networks have since focused on understanding this connection. The text outlines how extremists exploit gaming platforms and culture for propaganda dissemination, radicalization, and mobilization. It categorizes methods such as producing bespoke games, modifying existing games, presence on gaming platforms, incorporating gaming references in propaganda, and using gamification. The text stresses the need for further research and provides insight into ongoing efforts to understand and address the intersection of gaming and extremism.
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