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.
Primary Language | Turkish |
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Subjects | Communication and Media Studies |
Journal Section | Articles |
Authors | |
Publication Date | September 30, 2022 |
Submission Date | July 9, 2022 |
Acceptance Date | September 21, 2022 |
Published in Issue | Year 2022 |
This work is licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International