Description
The primary objective of this report is to provide an understanding of how (violent) extremism can be (and has been) gamified, what emerging trends and future scenarios might be, and the potential influence (or lack thereof) that gamification has within (violent) extremism. On the basis of this understanding, this paper will outline relevant concepts of action through preventing and countering (violent) extremism (P/CVE) considerations and offer policy (and broader) recommendations on how to account for the element of gamification and potential actions to prevent and counter the phenomenon.
Related topic
Types of radicalisation and emerging threats