Research Article
BibTex RIS Cite

Dijital Oyunlar ve Radikâl Kimlik İnşası: Popüler Kültür Bağlamında Yeni Güvenlik Alanları

Year 2025, Volume: 10 Issue: 25, 1066 - 1095, 30.09.2025
https://doi.org/10.37679/trta.1738773

Abstract

Bu çalışma, dijital oyunların popüler kültür bağlamında radikal kimlik inşasına nasıl katkı sunduğunu incelemeyi amaçlamaktadır. Çalışma kapsamında, dijital oyunların kültürel semboller, ideolojik içerikler ve kolektif aidiyet biçimleri aracılığıyla radikalleşme süreçlerine etkisi analiz edilmiştir. Özellikle çok oyunculu çevrim içi oyunların sunduğu sosyal etkileşim ortamlarının, bireysel ve toplu düzeyde radikal eğilimleri nasıl beslediği tartışılmıştır. Yöntem açısından çalışmada, kuramsal düzlemde yapılandırılmış, nitel ve kavramsal bir analiz yürütülmüştür. Teorik çerçeve olarak, radikalleşme modellerinden McCauley ve Moskalenko’nun “İkili Piramit Modeli” temel alınmıştır. Söz konusu model üzerinden dijital oyunlarda gerçekleşen bilişsel ve davranışsal radikalleşme biçimleri ayrı ayrı açıklanmıştır. Oyun temelli radikalleşme süreçleri, dört aşamalı tablolarla görselleştirilerek kullanıcıların farklı seviyelerde bu sürece nasıl dâhil olabileceği ortaya konmuştur. Ayrıca Avrupa Komisyonuna bağlı Radikalleşme Farkındalık Ağı (RAN) ile Aşırıcılık ve Oyun Araştırma Ağı (EGRN) tarafından sunulan tipolojilerden yola çıkılarak oyunların çok katmanlı araçsallaştırılma biçimleri sınıflandırılmıştır. Çalışmada ulaşılan temel sonuç, popüler kültürün bir aracı olan dijital oyunların, bireylerin kimlik algısında ve aidiyet kurma süreçlerinde aktif rol oynaması olmuştur. Bu yönüyle dijital oyunlar, radikal gruplar tarafından sistematik biçimde araçsallaştırılan kültürel platformlara dönüşebilmektedir

References

  • A Haber. (2024, Haziran 20). Eskişehir’deki baltalı saldırganın evinden çıkanlar dehşete düşürdü: Planı deşifre oldu, o teröristleri örnek almış. https://www.ahaber.com.tr/galeri/yasam/eskisehirdeki-baltali-saldirganin-evinden-cikanlar-dehsete-dusurdu-plani-desifre-oldu-o-teroristleri-ornek-almis/2
  • Amarasingam, A., ve Kelley, D. (2024). Hate and extremism on gaming platforms: Insights from surveys with the gaming community. In L. Schlegel& R. Kower (Eds.), Gaming and extremism: The radicalization of digital playgrounds (pp.110-129). Routledge.
  • Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & gaming, 37(1), 6-23.
  • Arslan, A. C. (2024). Terör Örgütü Mensuplarına Yönelik Radikalleşmeden Arındırma Süreçleri ve DDR Modelinin Analizi: Endonezya JI Örneği. Mukaddime, 15(2), 353-384.
  • Arslan, A. C. (2025). Yeni Güvenlik Konsepti Bağlamında Dezenformasyonla Mücadele. Iğdır Üniversitesi Sosyal Bilimler Dergisi, (38), 361-373.
  • Baele, S. J., Brace, L., ve Coan, T. G. (2023). Uncovering the far-right online ecosystem: An analytical framework and research agenda. Studies in Conflict & Terrorism, 46(9), 1599-1623. https://www.tandfonline.com/doi/abs/10.1080/1057610X.2020.1862895
  • Bandura, A. (2002). Selective moral disengagement in the exercise of moral agency. Journal Of Moral Education, 31(2), 101-119. https://doi.org/10.1080/0305724022014322
  • BBC News. (2019, March 15). Christchurch shootings: 49 dead in New Zealand mosque attacks. https://www.bbc.com/news/world-asia-47578798
  • Bhatt, S. B., & Mantua, J. R. (2022). The transnational threat of radicalization through the use of online gaming platforms. IDA. https://apps.dtic.mil/sti/trecms/pdf/AD1207893.pdf
  • Bogost, I. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games:Connecting youth, games, and learning (pp. 117-140). MIT.
  • Borum, R. (2003). Understanding the terrorist mindset. FBI Law Enforcement Bulletin,72(7), 7–10. https://www.ojp.gov/pdffiles1/nij/grants/201462.pdf
  • Browne, R. B. (2006). Popular culture: Notes toward a definition. In H. E. Hinds Jr., M.F. Motz, & A. M. Nelson (Eds.), Popular culture theory and methodology: A basic introduction (pp. 15-22). University of Wisconsin.
  • Cohn, W. H. (1977). Popular culture and social history. Journal of Popular Culture, 11(1), 167. https://www.proquest.com/openview/66329d34ffba8046b287865f5eb17d44/1?pq origsite=gscholar&cbl=1819044
  • Conway, M., Khawaja, M., Lakhani, S., Reffin, J., Robertson, A., & Weir, D. (2019). Disrupting Daesh: Measuring takedown of online terrorist material and its impacts. Studies in Conflict and Terrorism, 42(1-2), 141-160. https://doi.org/10.1080/1057610X.2018.1513984
  • Dauber, C. E., Robinson, M. D., Baslious, J. J., Blair, A. G., Zeidel, R., & al-Hashimi,H. (2019). Call of Duty Jihad: How the video game motif has migrated downstream from Islamic State. Perspectives on Terrorism, 13(3), 17-31. ISSN 2334-3745.
  • Davey, J. & Ebner, E. (2017, October). The Fringe Insurgency – Connectivity, Convergence and Mainstreaming of the Extreme Right. Institute for StrategicDialogue. https://www.isdglobal.org/isd-publications/the-fringe-insurgency- connectivity-convergence-and-mainstreaming-of-the-extreme-right/.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM. https://doi.org/10.1145/2181037.2181040
  • Düker, J. (2021). Lone Actors in Digital Environments. https://home-affairs.ec.europa.eu/system/files/2021-10/ran_paper_lone_actors_in_digital_environments_en.pdf
  • Europol. (2021, November 11). Internet Organised Crime Threat Assessment (IOCTA)2021. Office of the European Union. https://www.europol.europa.eu/publications-events/main-reports/internet-organised-crime-threat-assessment-iocta-2021
  • Fiske, J. (2010). Understanding popular culture. Routledge.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy? Computers in Entertainment (CIE), 1, 20. https://doi.org/10.1145/950566.950595
  • Hall, S. (2018). Popular culture, politics and history. Cultural Studies, 32(6), 929-952. https://doi.org/10.1080/09502386.2018.1521623
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), 17-22. https://users.cs.northwestern.edu/~hunicke/MDA.pdf
  • Iqbal, M. (2023). Fortnite usage and revenue statistics. Business of Apps. https://www. businessofapps.com/data/fortnite-statistics/
  • Jenkins, H., McPherson, T., & Shattuc, J. (2002). Defining popular culture. In H. Jenkins, T. McPherson, & J. Shattuc (Eds.), Hop on pop: The politics and pleasures of popular culture (pp. 26-42). Duke University
  • Keierleber, M. (2021, January 2). How white supremacists recruit teen culture warriors in gaming communities. Fast Company. https://www.fastcompany.com/ 90599113/white-supremacists-gaming-sites-dlive
  • Kelly, S. (2021). Money laundering through virtual worlds of video games: Recommendations for a new approach to AML regulation. Syracruse Law Review, 71, 1487-1512.
  • Kowert, R., Martel, A., & Swann, W. B. (2022). Not just a game: Identity fusion and extremism in gaming cultures. Frontiers in Communication, 7, 1007128.https://doi.org/10.3389/fcomm.2022.1007128
  • Kruglanski, A. W., Gelfand, M. J., Belanger, J. J., Sheveland, A., Hetiarachchi, M., & Gunaratna, R. (2014). The psychology of radicalization and deradicalization: How significance quest impacts violent extremism. Political Psychology, 35(S1), 69–93. https://doi.org/10.1111/pops.12163
  • Lakhani, S., & Wiedlitzka, S. (2023). “Press F to pay respects”: An empirical exploration of the mechanics of gamification in relation to the Christchurch attack. Terrorism and Political Violence, 35(7), 1586-1603. https://doi.org/10.1080/09546553.2022.2064746
  • Lakomy, M. (2019). Let’s play a video game: jihadi propaganda in the world of electronic entertainment. Studies in Conflict & Terrorism, 42(4), 383-406. https://doi.org/10.1080/1057610X.2017.1385903
  • Lamphere-Englund, G., & Bunmathong, L. (2021). State of play on gaming & extremism – An annotated bibliography. The Extremism and Gaming Research Network.
  • Lamphere-Englund, G., & White, J. (2023). The online gaming ecosystem: Assessing digital socialisation, extremism risks and harms mitigation efforts. Global Network on Extremism and Technology (GNET). https://gnet-research. org/wp-content/uploads/2023/05/GNET-37-Extremism-and-Gaming_web.pdf
  • Mahmoud, F. (2022). The gamification of jihad: Playing with religion. DIIS Report Vol.2022 No. 06. https://pure.diis.dk/ws/files/9007170/The_gamification_of_jihad_DIIS_Report_2022_06.pdf
  • McCauley, C., & Moskalenko, S. (2020). Understanding political radicalization: The two-pyramids model. In M. R. Haberfeld & D. L. Lieberman (Eds.),Comparing political violence in North America (pp. 83–87). Springer
  • Mistry, K. (2018). P(l)aying to win: Loot boxes, microtransaction monetization, and a proposal for self-regulation in the video game ındustry. Rutgers University Law Review, 71, 537-577. https://www.rutgerslawreview.com/wp-content/uploads/2019/08/08_Mistry.pdf
  • Moghaddam, F. M. (2005). The staircase to terrorism: A psychological exploration. American psychologist, 60(2), 161.
  • OECD. (2024). Transparency Reporting on Terrorist and Violent Extremist Content Online (4th ed.). OECD Dıgıtal Economy Papers No. 367. https://www. oecd.org/content/dam/oecd/en/publications/reports/2024/06/transparency-reporting-on-terrorist-and-violent-extremist-content-online_3f72a170/901cb8cf-en.pdf
  • Pérez-García, D. F., ve Márquez, L. B. (2025). Videogames, Minors and Radicalization:New Trends in Terrorist Indoctrination. https://rietjournal.org/wp-content/uploads/2025/01/EN_RIET_2025_N13-ART3.pdf
  • Radicalisation Awareness Network (RAN). (2020). Extremists’ use of video gaming –Strategies and narratives. European Commission. https://home-affairs.ec.europa.eu/networks/radicalisation-awareness-network-ran/publications/ran-cn-extremists-use-video-gaming-strategies-and-narratives-online-meeting-15-17-september-2020_en
  • Roblox. (2023a). Developer economics – Roblox creator documentation. Create.roblox. com. https://create.roblox.com/docs/production/monetization/economics
  • Roblox. (2023b, February 15). Roblox reports fourth quarter and full year 2022 financial results. https://ir.roblox.com/news/news-details/2023/Roblox-Reports-Fourth-Quarter-and-Full-Year-2022-Financial-Results/default.aspx
  • Schlegel, L., ve Kowert, R. (2024). Gaming and extremism: the radicalization of digital playgrounds. Taylor & Francis.
  • Schlegel, L. (2020). Jumanji Extremism? How games and gamification could facilitate radicalization processes. Journal for Deradicalization, (23), 1-44.
  • Schlegel, L., ve Amarasingam, A. (2022). Raiding the dungeon: Examining the intersection between gaming and violent extremism. United Nations Office of Counter-Terrorism.
  • Shepherd, L. J. (2012). Gender, violence and popular culture: Telling stories. Routledge
  • Silber, M. D., Bhatt, A., & Analysts, S. I. (2007). Radicalization in the west: The homegrown threat. New York City Police Department. https://info.publicintelligence.net/NYPDradicalization.pdf
  • Singapore Ministry of Home Affairs (MHA). (2023). Issuance of orders under the Internal Security Act against two self-radicalised Singaporean youths.Singapore Government. https://www.mha.gov.sg/mediaroom/press-releases/issuance-of-orders-under-the-internal-security-act-against-two-self-radicalised-singaporean-youths/
  • Storey, J. (2014). From popular culture to everyday life. Routledge.
  • Tech Transparency Project. (2023,). Profiting from hate: The platforms’ ad placement problem.https://www.techtransparencyproject.org/articles/profiting-from-hate-platforms-ad-placement-problem
  • Terörizme Karşı Teknoloji. (2022). The threat of terrorist and violent extremistoperated websites [PDF]. https://www.techagainstterrorism.org/hubfs/The-Threat-of-Terrorist-and-Violent-Extremist-Operated-Websites-Jan-2022-1.pdf
  • Thorleifsson, C. ve Düker, J. (2021). Lone Actors in Digital Environments. Radicalisation Awareness Network (RAN). https://home-affairs.ec.europa.eu/ system/files/2021 10/ran_paper_lone_actors_in_digital_environments_en.pdf.
  • Wiktorowicz, Q. (2005). Radical Islam rising: Muslim extremism in the West. Rowman &Littlefield.

Digital Games and Radical Identity Construction: New Security Domains in the Context of Popular Culture

Year 2025, Volume: 10 Issue: 25, 1066 - 1095, 30.09.2025
https://doi.org/10.37679/trta.1738773

Abstract

This study aims to examine how digital games contribute to radical identity construction within the context of popular culture. The research analyzes the impact of digital games on radicalization processes through cultural symbols, ideological content, and forms of collective belonging. In particular, the study discusses how the social interaction environments offered by multiplayer online games foster radical tendencies at both individual and collective levels. Methodologically, the study adopts a theoretically grounded, qualitative, and conceptual analytical approach. The theoretical framework is based on McCauley and Moskalenko’s “Two-Pyramid Model” of radicalization. Through this model, cognitive and behavioral forms of radicalization observed in digital gaming environments are examined separately. Game-based radicalization processes are visualized using four-stage tables to demonstrate how users may engage at different levels. Furthermore, typologies presented by the Radicalisation Awareness Network (RAN) under the European Commission and the Extremism and Gaming Research Network (EGRN) are utilized to classify the multi-layered instrumentalization of games. The main finding of the study is that digital games, as instruments of popular culture, actively influence individuals' perceptions of identity and processes of belonging. In this respect, digital games can evolve into cultural platforms that are systematically instrumentalized by radical groups.

References

  • A Haber. (2024, Haziran 20). Eskişehir’deki baltalı saldırganın evinden çıkanlar dehşete düşürdü: Planı deşifre oldu, o teröristleri örnek almış. https://www.ahaber.com.tr/galeri/yasam/eskisehirdeki-baltali-saldirganin-evinden-cikanlar-dehsete-dusurdu-plani-desifre-oldu-o-teroristleri-ornek-almis/2
  • Amarasingam, A., ve Kelley, D. (2024). Hate and extremism on gaming platforms: Insights from surveys with the gaming community. In L. Schlegel& R. Kower (Eds.), Gaming and extremism: The radicalization of digital playgrounds (pp.110-129). Routledge.
  • Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & gaming, 37(1), 6-23.
  • Arslan, A. C. (2024). Terör Örgütü Mensuplarına Yönelik Radikalleşmeden Arındırma Süreçleri ve DDR Modelinin Analizi: Endonezya JI Örneği. Mukaddime, 15(2), 353-384.
  • Arslan, A. C. (2025). Yeni Güvenlik Konsepti Bağlamında Dezenformasyonla Mücadele. Iğdır Üniversitesi Sosyal Bilimler Dergisi, (38), 361-373.
  • Baele, S. J., Brace, L., ve Coan, T. G. (2023). Uncovering the far-right online ecosystem: An analytical framework and research agenda. Studies in Conflict & Terrorism, 46(9), 1599-1623. https://www.tandfonline.com/doi/abs/10.1080/1057610X.2020.1862895
  • Bandura, A. (2002). Selective moral disengagement in the exercise of moral agency. Journal Of Moral Education, 31(2), 101-119. https://doi.org/10.1080/0305724022014322
  • BBC News. (2019, March 15). Christchurch shootings: 49 dead in New Zealand mosque attacks. https://www.bbc.com/news/world-asia-47578798
  • Bhatt, S. B., & Mantua, J. R. (2022). The transnational threat of radicalization through the use of online gaming platforms. IDA. https://apps.dtic.mil/sti/trecms/pdf/AD1207893.pdf
  • Bogost, I. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games:Connecting youth, games, and learning (pp. 117-140). MIT.
  • Borum, R. (2003). Understanding the terrorist mindset. FBI Law Enforcement Bulletin,72(7), 7–10. https://www.ojp.gov/pdffiles1/nij/grants/201462.pdf
  • Browne, R. B. (2006). Popular culture: Notes toward a definition. In H. E. Hinds Jr., M.F. Motz, & A. M. Nelson (Eds.), Popular culture theory and methodology: A basic introduction (pp. 15-22). University of Wisconsin.
  • Cohn, W. H. (1977). Popular culture and social history. Journal of Popular Culture, 11(1), 167. https://www.proquest.com/openview/66329d34ffba8046b287865f5eb17d44/1?pq origsite=gscholar&cbl=1819044
  • Conway, M., Khawaja, M., Lakhani, S., Reffin, J., Robertson, A., & Weir, D. (2019). Disrupting Daesh: Measuring takedown of online terrorist material and its impacts. Studies in Conflict and Terrorism, 42(1-2), 141-160. https://doi.org/10.1080/1057610X.2018.1513984
  • Dauber, C. E., Robinson, M. D., Baslious, J. J., Blair, A. G., Zeidel, R., & al-Hashimi,H. (2019). Call of Duty Jihad: How the video game motif has migrated downstream from Islamic State. Perspectives on Terrorism, 13(3), 17-31. ISSN 2334-3745.
  • Davey, J. & Ebner, E. (2017, October). The Fringe Insurgency – Connectivity, Convergence and Mainstreaming of the Extreme Right. Institute for StrategicDialogue. https://www.isdglobal.org/isd-publications/the-fringe-insurgency- connectivity-convergence-and-mainstreaming-of-the-extreme-right/.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM. https://doi.org/10.1145/2181037.2181040
  • Düker, J. (2021). Lone Actors in Digital Environments. https://home-affairs.ec.europa.eu/system/files/2021-10/ran_paper_lone_actors_in_digital_environments_en.pdf
  • Europol. (2021, November 11). Internet Organised Crime Threat Assessment (IOCTA)2021. Office of the European Union. https://www.europol.europa.eu/publications-events/main-reports/internet-organised-crime-threat-assessment-iocta-2021
  • Fiske, J. (2010). Understanding popular culture. Routledge.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy? Computers in Entertainment (CIE), 1, 20. https://doi.org/10.1145/950566.950595
  • Hall, S. (2018). Popular culture, politics and history. Cultural Studies, 32(6), 929-952. https://doi.org/10.1080/09502386.2018.1521623
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), 17-22. https://users.cs.northwestern.edu/~hunicke/MDA.pdf
  • Iqbal, M. (2023). Fortnite usage and revenue statistics. Business of Apps. https://www. businessofapps.com/data/fortnite-statistics/
  • Jenkins, H., McPherson, T., & Shattuc, J. (2002). Defining popular culture. In H. Jenkins, T. McPherson, & J. Shattuc (Eds.), Hop on pop: The politics and pleasures of popular culture (pp. 26-42). Duke University
  • Keierleber, M. (2021, January 2). How white supremacists recruit teen culture warriors in gaming communities. Fast Company. https://www.fastcompany.com/ 90599113/white-supremacists-gaming-sites-dlive
  • Kelly, S. (2021). Money laundering through virtual worlds of video games: Recommendations for a new approach to AML regulation. Syracruse Law Review, 71, 1487-1512.
  • Kowert, R., Martel, A., & Swann, W. B. (2022). Not just a game: Identity fusion and extremism in gaming cultures. Frontiers in Communication, 7, 1007128.https://doi.org/10.3389/fcomm.2022.1007128
  • Kruglanski, A. W., Gelfand, M. J., Belanger, J. J., Sheveland, A., Hetiarachchi, M., & Gunaratna, R. (2014). The psychology of radicalization and deradicalization: How significance quest impacts violent extremism. Political Psychology, 35(S1), 69–93. https://doi.org/10.1111/pops.12163
  • Lakhani, S., & Wiedlitzka, S. (2023). “Press F to pay respects”: An empirical exploration of the mechanics of gamification in relation to the Christchurch attack. Terrorism and Political Violence, 35(7), 1586-1603. https://doi.org/10.1080/09546553.2022.2064746
  • Lakomy, M. (2019). Let’s play a video game: jihadi propaganda in the world of electronic entertainment. Studies in Conflict & Terrorism, 42(4), 383-406. https://doi.org/10.1080/1057610X.2017.1385903
  • Lamphere-Englund, G., & Bunmathong, L. (2021). State of play on gaming & extremism – An annotated bibliography. The Extremism and Gaming Research Network.
  • Lamphere-Englund, G., & White, J. (2023). The online gaming ecosystem: Assessing digital socialisation, extremism risks and harms mitigation efforts. Global Network on Extremism and Technology (GNET). https://gnet-research. org/wp-content/uploads/2023/05/GNET-37-Extremism-and-Gaming_web.pdf
  • Mahmoud, F. (2022). The gamification of jihad: Playing with religion. DIIS Report Vol.2022 No. 06. https://pure.diis.dk/ws/files/9007170/The_gamification_of_jihad_DIIS_Report_2022_06.pdf
  • McCauley, C., & Moskalenko, S. (2020). Understanding political radicalization: The two-pyramids model. In M. R. Haberfeld & D. L. Lieberman (Eds.),Comparing political violence in North America (pp. 83–87). Springer
  • Mistry, K. (2018). P(l)aying to win: Loot boxes, microtransaction monetization, and a proposal for self-regulation in the video game ındustry. Rutgers University Law Review, 71, 537-577. https://www.rutgerslawreview.com/wp-content/uploads/2019/08/08_Mistry.pdf
  • Moghaddam, F. M. (2005). The staircase to terrorism: A psychological exploration. American psychologist, 60(2), 161.
  • OECD. (2024). Transparency Reporting on Terrorist and Violent Extremist Content Online (4th ed.). OECD Dıgıtal Economy Papers No. 367. https://www. oecd.org/content/dam/oecd/en/publications/reports/2024/06/transparency-reporting-on-terrorist-and-violent-extremist-content-online_3f72a170/901cb8cf-en.pdf
  • Pérez-García, D. F., ve Márquez, L. B. (2025). Videogames, Minors and Radicalization:New Trends in Terrorist Indoctrination. https://rietjournal.org/wp-content/uploads/2025/01/EN_RIET_2025_N13-ART3.pdf
  • Radicalisation Awareness Network (RAN). (2020). Extremists’ use of video gaming –Strategies and narratives. European Commission. https://home-affairs.ec.europa.eu/networks/radicalisation-awareness-network-ran/publications/ran-cn-extremists-use-video-gaming-strategies-and-narratives-online-meeting-15-17-september-2020_en
  • Roblox. (2023a). Developer economics – Roblox creator documentation. Create.roblox. com. https://create.roblox.com/docs/production/monetization/economics
  • Roblox. (2023b, February 15). Roblox reports fourth quarter and full year 2022 financial results. https://ir.roblox.com/news/news-details/2023/Roblox-Reports-Fourth-Quarter-and-Full-Year-2022-Financial-Results/default.aspx
  • Schlegel, L., ve Kowert, R. (2024). Gaming and extremism: the radicalization of digital playgrounds. Taylor & Francis.
  • Schlegel, L. (2020). Jumanji Extremism? How games and gamification could facilitate radicalization processes. Journal for Deradicalization, (23), 1-44.
  • Schlegel, L., ve Amarasingam, A. (2022). Raiding the dungeon: Examining the intersection between gaming and violent extremism. United Nations Office of Counter-Terrorism.
  • Shepherd, L. J. (2012). Gender, violence and popular culture: Telling stories. Routledge
  • Silber, M. D., Bhatt, A., & Analysts, S. I. (2007). Radicalization in the west: The homegrown threat. New York City Police Department. https://info.publicintelligence.net/NYPDradicalization.pdf
  • Singapore Ministry of Home Affairs (MHA). (2023). Issuance of orders under the Internal Security Act against two self-radicalised Singaporean youths.Singapore Government. https://www.mha.gov.sg/mediaroom/press-releases/issuance-of-orders-under-the-internal-security-act-against-two-self-radicalised-singaporean-youths/
  • Storey, J. (2014). From popular culture to everyday life. Routledge.
  • Tech Transparency Project. (2023,). Profiting from hate: The platforms’ ad placement problem.https://www.techtransparencyproject.org/articles/profiting-from-hate-platforms-ad-placement-problem
  • Terörizme Karşı Teknoloji. (2022). The threat of terrorist and violent extremistoperated websites [PDF]. https://www.techagainstterrorism.org/hubfs/The-Threat-of-Terrorist-and-Violent-Extremist-Operated-Websites-Jan-2022-1.pdf
  • Thorleifsson, C. ve Düker, J. (2021). Lone Actors in Digital Environments. Radicalisation Awareness Network (RAN). https://home-affairs.ec.europa.eu/ system/files/2021 10/ran_paper_lone_actors_in_digital_environments_en.pdf.
  • Wiktorowicz, Q. (2005). Radical Islam rising: Muslim extremism in the West. Rowman &Littlefield.
There are 53 citations in total.

Details

Primary Language Turkish
Subjects Internet Publishing
Journal Section Articles
Authors

Onur Ağırdil 0000-0002-3544-2306

Publication Date September 30, 2025
Submission Date July 10, 2025
Acceptance Date September 23, 2025
Published in Issue Year 2025 Volume: 10 Issue: 25

Cite

APA Ağırdil, O. (2025). Dijital Oyunlar ve Radikâl Kimlik İnşası: Popüler Kültür Bağlamında Yeni Güvenlik Alanları. TRT Akademi, 10(25), 1066-1095. https://doi.org/10.37679/trta.1738773