Description
This report analyses how right‑wing extremists exploit online gaming environments and adjacent platforms to spread ideology, normalise hate, harass other users, and potentially radicalise young people. It documents specific methods of extremist misuse within gaming (e.g., propaganda, customised avatars, livestreamed violence), highlights the security risks to children and broader society, and underscores the need for better countermeasures and collaboration among industry, civil society, and authorities.
Related topic
Online radicalisation, including minors