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Can Serious Games Make a Difference in Preventing or Countering Violent Extremism?

There are some important lessons learned about the preconditions, opportunities, and potential limits of serious games for P/CVE.

Video games and gamification have become key tools of extremist actors’ recruitment arsenal and have taken a central role in their modus operandi. Analyses have pointed out how terrorists employ gaming elements in staging their attacks, or how violent extremists create full-blown video games fraught with hateful narratives and include opportunities to annihilate various social and ethnic groups.

But how about using games for P/CVE purposes? Some serious games (i.e. games used for educational purposes in addition to providing entertainment) have already been developed and rolled out in prevention work, such as FlashpointsYoungRes and DECOUNT, a German browser game developed in Austria through the framework of an EU-funded research project. The following Insight presents a deeper look into the latter’s production process and evaluation results. It reveals some important lessons learned about the preconditions, opportunities, and potential limits of serious games for P/CVE.

Read more at the Global Network on Extremism and Technology

Homeland Security Todayhttp://www.hstoday.us
The Government Technology & Services Coalition's Homeland Security Today (HSToday) is the premier news and information resource for the homeland security community, dedicated to elevating the discussions and insights that can support a safe and secure nation. A non-profit magazine and media platform, HSToday provides readers with the whole story, placing facts and comments in context to inform debate and drive realistic solutions to some of the nation’s most vexing security challenges.

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