The GAMER project aims to prevent the online radicalisation of vulnerable EU residents, by providing “resilience know-how” and encouraging critical thinking, through a bespoke online gaming tool capable of reaching a resistant, trans-European target audience of young adults (18-35 years) in Italy, the Netherlands and Hungary.
The Campaign consists of an online video game and a team of ‘Active Bystanders’, trained to act as game promoters, as well as actively seeking to play the game’s Beta version with players identified as belonging to youth vulnerable to violent extremist recruitment.
Since the game is marketed as a “regular” video game, neither the name that the game is marketed under nor its imagery on Steam1 can be presented in this paper as this might influence the campaign results negatively. This is the very essence of a strategy designed to prevent reactance.
Details can therefore be published only after the academic research is published in professional articles the impact assessment will take place in October 2021. The results will be expected in February 2022.
This paper follows a briefing structure, in which it summarises the campaign, the main achievements of the project, the lessons learned on online campaigning in preventing and countering violent extremism (P/CVE), and links to some of the campaign messages.
- Publication date
- 15 September 2021
- Directorate-General for Migration and Home Affairs