Tracking down the Candy Crush Terrorist: the fragile relation between gaming motives and radical attitudes
Simon Greipl, Maximilian Lechner, Jannik Fischer, Heidi Schulze, Julian Hohner, Diana Rieger

TL;DR
This study explores how different reasons for playing video games relate to radical attitudes, finding that gaming motives alone don't directly cause extremism.
Contribution
The paper introduces individual gaming motivation profiles and examines their nuanced links to radical attitudes and extremist beliefs.
Findings
Some gaming motivation profiles show weak direct connections to radical attitudes.
Marginalization and anomie strongly predict radical outcomes and often mediate the relationship.
Dominant social motives inhibit radical outcomes, while only one profile leans toward late-stage radical attitudes.
Abstract
The gaming ecosystem is increasingly observed with the concern that it could pose a threat to public safety, and research accumulates evidence for blatant extremism in the surrounding online space of games. Currently, a connection between gaming and extremism can be established through identity related processes, e.g., gaming-related radicalization elements, distal to gaming itself, such as gaming communities and culture. However, this also raises the question of what the precise function of proximal gaming factors, such as gameplay, mechanics, stories, or game-play motivations, is in the relationship between gaming and extremism. This article aims to shed light on the relation of gaming and extremism by identifying individual profiles of videogame playing based on gameplay motivations and linking them to indications of radical attitudes (here: xenophobia and violence acceptance) as…
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Taxonomy
TopicsImpact of Technology on Adolescents · Digital Games and Media · Media Influence and Health
