Alex Newhouse
Building Resilience Against Violent Extremism Digitally: Trialing a New Gender-Based Approach Among GamersBy: Galen Lamphere-Englund, Mike Wilson, Jessica White, Claudia Wallner, Rachel Kowert, Nitchakarn Kaewbuadee, Petra Regeni, Alex Bradley
Digital games as cultural assets of influenceBy: Rachel Kowert, Alex NewhouseAbstract: This chapter delves into the vulnerabilities of digital gaming spaces as platforms for the spread of extremist ideologies and recruitment. It argues that
Extremist Identity Creation Through Performative Infighting on SteamBy: Alex Bradley Newhouse, Rachel KowertAbstract: The video game marketplace Steam has long hosted a lively social network for the purpose of connecting game players and game
Landscape of extremist behavior in gamesBy: R Kowert, A NewhouseAbstract: Game Developers Conference
Breaking the building blocks of hate: A case study of minecraft serversBy: Rachel Kowert, Austin Botelho, Alex NewhouseAbstract: A report from the Anti-Defamation League (ADL) center of Technology and Society
Culturally justified hate: Prevalence and mental health impact of dark participation in gamesBy: Rachel Kowert, Elizabeth Kilmer, Alex NewhouseAbstract: Hate, harassment, and other forms of so-called “toxicity” are colloquially discussed as
Radicalisation through Gaming: The Role of Gendered Social IdentityBy: Jessica White, Claudia Wallner, Galen Lamphere-Englund, Rachel Kowert, Linda Schlegel, Ashton Kingdon, Alexandra Phelan, Alex Newhouse, Gonzalo Saiz Erausquin, Petra
Taking it to the extreme: prevalence and nature of extremist sentiment in gamesBy: Rachel Kowert, Elizabeth Kilmer, Alex NewhouseAbstract: More than half of all game players report experiencing some form of hate, harassment or abuse within