This article examines the violent radicalisation process that terrorist organizations have constructed with the games. In this process, which is the gamification of terrorism, terrorist groups can recruit of militant, plan for possible attacks, determine tactics for attacks, and get financial income. Terrorist organizations transform to virtual reality into terrorist acts by editing of issues such as political, economic, cultural, etc., which take place in daily life conditions with extremist discourse and narratives. With the developing internet technology, terrorist organizations have reached to users with designed video games by themselves or made software changes for existing games. In addition, terrorist groups can influence to users who are out of the game with the adjacent platforms. In this way, the motivation for violence is reinforced by triggering cognitive and behavioral changes for gamers. A wide variety and complex acts of terrorism (school shooting, marauding and lone wolf terrorism) take a place under the influence of video games in the last years. The article discusses the gamification of terrorism with the radical milleu and self-determination theories. With these theories, it can be analyzed how individuals adopt to the terrorist radicalisation process seen in video games and by which dynamics terrorist violence triggers the desire to do something.
Terrorism Cyberterrorism Radicalisation Online Platforms Video Games
Terörizm Siber Terörizm Radikalleşme Sanal Platformlar Dijital Oyunlar
Birincil Dil | Türkçe |
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Konular | İletişim ve Medya Çalışmaları |
Bölüm | Makaleler |
Yazarlar | |
Yayımlanma Tarihi | 30 Eylül 2022 |
Gönderilme Tarihi | 9 Temmuz 2022 |
Kabul Tarihi | 21 Eylül 2022 |
Yayımlandığı Sayı | Yıl 2022 Cilt: 7 Sayı: 16 |
This work is licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International