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Gamification of Terrorism in Digital Environments

Year 2022, , 888 - 915, 30.09.2022
https://doi.org/10.37679/trta.1142845

Abstract

This article examines the violent radicalisation process that terrorist organizations have constructed with the games. In this process, which is the gamification of terrorism, terrorist groups can recruit of militant, plan for possible attacks, determine tactics for attacks, and get financial income. Terrorist organizations transform to virtual reality into terrorist acts by editing of issues such as political, economic, cultural, etc., which take place in daily life conditions with extremist discourse and narratives. With the developing internet technology, terrorist organizations have reached to users with designed video games by themselves or made software changes for existing games. In addition, terrorist groups can influence to users who are out of the game with the adjacent platforms. In this way, the motivation for violence is reinforced by triggering cognitive and behavioral changes for gamers. A wide variety and complex acts of terrorism (school shooting, marauding and lone wolf terrorism) take a place under the influence of video games in the last years. The article discusses the gamification of terrorism with the radical milleu and self-determination theories. With these theories, it can be analyzed how individuals adopt to the terrorist radicalisation process seen in video games and by which dynamics terrorist violence triggers the desire to do something.

References

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Dijital Ortamlarda Terörizmin Oyunlaştırılması

Year 2022, , 888 - 915, 30.09.2022
https://doi.org/10.37679/trta.1142845

Abstract

Bu makale, terör örgütlerinin video oyunlarıyla kurguladığı şiddet içeren radikalleşme sürecini incelemektedir. Terörizmin oyunlaştırılması olan bu süreçte terör grupları eleman kazanmakta, olası saldırlar için planlama yapmakta, eylem için taktikleri belirlemekte ve finansal gelir elde edebilmektedir. Terör örgütleri günlük olağan yaşam koşullarında gerçekleşen siyasi, ekonomik, kültürel ve benzeri konuları aşırı söylem ve anlatılarla kurgulayarak sanal gerçekliği terörist eyleme dönüştürmektedir. Gelişen internet teknolojisiyle birlikte terör örgütleri video oyunlarını bizzat tasarlamakta veya yazılımsal değişimlerde bulunarak mevcut oyunlarla kullanıcılara ulaşmaktadır. Ayrıca terör grupları oyunlarla birlikte kullanılan bitişik platformlara nüfuz ederek oyun dışında kalan kullanıcıları da etkileyebilmektedir. Bu sayede oyuncularda bilişsel ve davranışsal değişim süreci oyun içi ve dışı alanlarda tetiklenerek şiddet motivasyonu pekiştirilmektedir. Video oyunlarının etkisiyle son yıllarda çok çeşitli ve karmaşık terör eylemleri (okul baskınları, yağmacı terörizm, yalnız kurt saldırıları) gerçekleşmektedir. Makale terörizmin oyunlaştırılmasını radikal ortam kuramı ve öz-belirleme teorisiyle ele almaktadır. Bu kuramlarla bireylerin video oyunlarında görülen terörist radikalleşme sürecine nasıl uyum sağladığı ve bir şeyler yapma isteğinin terörist şiddetin hangi dinamiklerle tetiklendiği analiz edilebilmektedir.

References

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  • Anderson, C., Bushman, B. (2002). The effects of media violence and the American public revisited. American Psychologist, 57, 447-448. https://doi.org/10.1037/0003-066X.57.6-7.448
  • Ayyadi, K. (2019, Ekim 11). The gamification of terror when hate becomes a game. Bell News Tower. https://www.belltower.news/anti-semitic-attack-in-halle-the-gamification-of-terror-when-hate-becomes-a-game-92439/
  • Baaken, T., Schlegel, L. (2017). Fisherman or swarm dynamics? Should we understand jihadist online-radicalization as a top-down or bottom-up process?. Journal of Deradicalisation, 13, 178-212.
  • BBC. (2014, Ağustos 21). Islamic state shifts to new platforms after Twitter block. https://www.bbc.com/news/world-middle-east-28843350
  • Belew, K. (2018). Bring the war at home: The white power movement and paramilitary America. Harvard University Press.
  • Benford, R. D., Snow, D. A. (2000). Framing processes and social movements: An overview and assessment. Annual Review of Sociology, 26, 611-639.
  • Crappy Games Wiki. (2003). White Law. https://crappygames.miraheze.org/wiki/White_Law
  • Curry, D. (2022). Discord revenue and usage statistics 2022. Business of Apps. https://www.businessofapps.com/data/discord-statistics/
  • Dalgaard – Nielsen, A. (2010). Violent radicalisation in Europe: What we know and What we do not know. Studies in Conflict & Terrorism, 33(9), 797-814. https://doi.org/10.1080/1057610X.2010.501423
  • Deci, E. L., Ryan, M. R. (1985). Intrinsic Motivation and self-determination in human behavior. (1st ed.). Springer.
  • Deterding, S., Khaled, R., Nacke, L. & Dixon, D. (2011). Gamification: toward a definition. 15. Uluslararası Akademik MindTrek Konferansında sunulmuştur, Tampere. http://dx.doi.org/10.1145/2181037.2181040
  • Dodd, V. (2022, Mart 17). Far-right mimicking video games to lure middle class children to terrorism. The Guardian. https://www.theguardian.com/uk-news/2022/mar/17/far-right-mimicking-video-games-to-lure-middle-class-children-to-terrorism
  • Duhigg, C. (2012). The power of habit: Why we do what we do in life and business. Random House LLC.
  • Ebner, J. (2020, Şubat 14). Dark Ops: Isis, the far right and the gamification of terror. Financial Times. https://www.ft.com/content/bf7b158e-4cc0-11ea-95a0-43d18ec715f5
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  • Extremism-Gaming Research Network. (2021). State of play: Reviewing the literature on gaming & extremism. https://drive.google.com/file/d/1WEq4OjtqZYdltAB0SK46M88gFF863jWs/view?stream=top
  • Fizek, S., Dippel, A. (2020). Gamification of terror power games as liminal. İçinde M. Groen & A. Tilman & A. Webel (Edtr.), Games and ethics: theoretical and empirical approaches to ethical questions in digital game cultures (ss: 77- 94). Springer. https://doi.org/10.1007/978-3-658-28175-5_6
  • Gais, H., Hayden, M. E. (2020, Kasım 17). Extremist are cashing in on a youth-targeted gaming website. SPLC. https://www.splcenter.org/hatewatch/2020/11/17/extremists-are-cashing-youth-targeted-gaming-website
  • Gentile, D. A. (2003). Media violence and children. Praeger.
  • Gunaratna, R. (2011). The Arab Spring? Is al-Qaeda on the War on the wrong side of History?. Counter Terrorist Trends and Analyses, 3(9), 1-4. https://www.jstor.org/stable/26351004?seq=1
  • Haperen, S., Uitermark, J. & Walter, N. (2022). The swarm versus the grassroots: places and networks of supporters and opponents of Black Lives Matter on Twitter. Social Movement Studies, https://doi.org/10.1080/14742837.2022.2031954
  • Hemmingsen, A. S. (2015). Viewing jihadism as a counterculture: Potential and limitations. Behavioral Sciences of Terrorism and Political Aggression, 7(1), 3-17. https://doi.org/10.1080/19434472.2014.977326
  • Hoffman, B. (2006). Inside terrorism. (2nd ed.). Colombia University Press.
  • Hoffman, B. (2008). The myth of grass-roots terrorism. Foreign Affairs. https://www.foreignaffairs.com/reviews/review-essay/2008-05-03/myth-grass-roots-terrorism
  • Horgan, J. (2008). From profiles to pathways and roots to routes: Perspectives from psychology on radicalisation into terrorism. The Annals of the American Academy of Political and Social Science, 618, 80-94. https://www.jstor.org/stable/40375777
  • Horgan, J. (2009). The psychology of terrorism, (2nd ed.). Routledge.
  • Hume, T. (2020, Eylül 21). A German far-right group is trying to recruit kids with a free video game. World News. https://www.vice.com/en/article/dyzbka/germany-game-heimat-defender-identitarian
  • Iqbal, M. (2022). Twitch revenue and usage statistics 2022. Business of App. https://www.businessofapps.com/data/twitch-statistics/
  • Johnson, B., Feldman, M. (2021). Siege culture after siege: Anatomy of a neo-Nazi terrorist doctrine. ICCT. https://icct.nl/app/uploads/2021/07/siege-culture-neo-nazi-terrorist-doctrine.pdf
  • Kang, C. (2014, Eylül 18). ISIS’s call of duty. The New Yorker. https://www.newyorker.com/tech/annals-of-technology/isis-video-game
  • Kfir, I. (2019). Terrorist innovation and online propaganda in the post-caliphate period. SSRN, http://dx.doi.org/10.2139/ssrn.3475008
  • Khosravi. R. (2017). Neo-Nazis are making their own video games and they are just as horrifying as you would think. MIC. https://www.mic.com/articles/174705/neo-nazis-are-making-their-own-video-games-and-they-re-just-as-horrifying-as-you-d-think
  • Khosrokhavar, F. (2017). Radicalization: Why some people choose the path of violence. (1st ed.). The New Press.
  • Klausen, J. (2016). Toward a behavioral model of homegrown radicalization trajectories. Studies in Conflict & Terrorism, 39(1), 67-83. https://doi.org/10.1080/1057610X.2015.1099995
  • Koehler, D. (2015). Contrast societies: Radical social movements and their relationships with their target societies, a theoretical model. Behavioral Sciences of Terrorism and Political Aggression, 7(1), 18-34. ttps://doi.org/10.1080/19434472.2014.977325
  • Kundani, A. (2012). Radicalisation: The journey of a concept. Race & Class, 5(2), 3-25. https://doi.org/10.1177/0306396812454984
  • Lakomy, M. (2019). Let’s play a video game: Jihadi propaganda in the world of electronic entertainment. Studies Conflict & Terrorism, 42(4): 383-406. https://doi.org/10.1080/1057610X.2017.1385903
  • Lengkeek, Y. (2021). Why the radical right exploits games as tools for radicalisation. CARR. https://www.radicalrightanalysis.com/2021/08/13/why-the-radical-right-exploits-games-as-tools-for-radicalization/
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There are 80 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Articles
Authors

Hakan Kıyıcı 0000-0001-5655-8060

Publication Date September 30, 2022
Submission Date July 9, 2022
Acceptance Date September 21, 2022
Published in Issue Year 2022

Cite

APA Kıyıcı, H. (2022). Dijital Ortamlarda Terörizmin Oyunlaştırılması. TRT Akademi, 7(16), 888-915. https://doi.org/10.37679/trta.1142845