Evaluating an online-game intervention to prevent violent extremism
Keywords:
Online-Game, Gamification, P/CVE, Evaluation, PreventionAbstract
As gaming and gamification play an increasingly important role in recruitment processes and radicalisation, there is an urgent need for evidence-based research in this field. One aspect is the use of games and gamification in prevention work. The article presents a project in which an online-game against extremism was developed and focuses on its evaluation using a pre-post design and a combination of quantitative and qualitative methods. The aim of the game is to educate young people about radicalisation processes in order to increase their resilience. The pre-post comparison showed that young people changed their attitude towards extremist narratives after playing the game: they agreed significantly less with statements that referred to extremist narratives, e.g. legitimising violence or spreading conspiracy theories. When they played the game in the course of a workshop, they also showed lower approval rates for authoritarian attitudes afterwards. The self-assessment of their learnings was consistently high, whereby even greater effects could be observed for those who had played the game in the course of a workshop. Despite some limitations in data collection due to the COVID-19 pandemic, the evaluation provides interesting insights into the impact of the game on the prevention of radicalisation.
References
Al-Rawi, Ahmed (2018): Video games, terrorism, and ISIS’s Jihad 3.0. In: Terrorism and Political Violence. Vol. 30 (4), pp. 740-760. Available from: https://www.tandfonline.com/doi/full/10.1080/09546553.2016.1207633 [accessed: 23.03.2022].
Armborst, Andreas; Biene, Janusz; Coester, Marc; Greuel, Frank; Milbradt, Björn; Nehlsen, Inga (2018): Evaluation in der Radikalisierungsprävention: Ansätze und Kontroversen. In: PRIF Report Gesellschaft Extrem, no. 11. Available from: https://www.hsfk.de/fileadmin/HSFK/hsfk_publikationen/prif1118.pdf [accessed: 26.11.2020].
Beierlein, Constanze; Asbrock, Frank, Kauff, Matthias; Schmidt, Peter (2014). Die Kurzskala Autoritarismus (KSA-3). Ein ökonomisches Messinstrument zur Erfassung dreier Subdimensionen autoritärer Einstellungen. GESIS Leibniz Institut für Sozialwissenschaften Working Paper. Available from https://www.gesis.org/fileadmin/kurzskalen/working_papers/KSA3_WorkingPapers_2014-35.pdf [accessed 04.07.2021].
Bellasio, Jacopo; Hofman, Joanna, Ward, Antonia; Nederveen, Fook; Knack, Anna; Meranto, Arya Sofia; Hoorens, Stijn (2018). Counter terrorism evaluation. Taking stock and looking ahead. RAND Europe Research Report. Available from https://www.rand.org/content/dam/rand/pubs/research_reports/RR2600/RR2628/RAND_RR2628.pdf [accessed: 04.07.2021].
Danner, Katharina; Fabris, Verena; Hofinger, Veronika; Neufeld, Jogi; Pisoiu, Daniela & Walter, Rebecca (2020): Pädagogisches Begleitmaterial zum Spiel DECOUNT/ zum Film „das Experiment“. Available from: https://www.beratungsstelleextremismus.at/wp-content/uploads/2020/06/Begleitmaterial_Game_DECOUNT.pdf [accessed: 26.07.2022].
Dauber, Cori E.; Robinson, Mark D.; Baslious, Jovan J.; Blair, Austin G. (2019): Call of Duty: Jihad – How the Video Game Motif Has Migrated Downstream from Islamic State Propaganda Videos. In: Perspectives on Terrorism, Vol. 13, No. 3 (June 2019), pp. 17-31. Available from: https://www.jstor.org/stable/26681906?seq=1 [accessed: 23.03.2022].
de la Chaux, Marlen; Kober, Marcus; Nabo; Mitra Moussa (2018): Überlegungen zur Schaffung einer Evidenzgrundlage für die Präventionsarbeit im Bereich islamistischer Extremismus. In: Walsh, Maria, et al. (Hrsg.): Evidenzorientierte Kriminalprävention in Deutschland: Ein Leitfaden für Politik und Praxis. Wiesbaden, 489–509.
Decker, Oliver; Brähler, Elmar (2018). Autoritäre Dynamiken. Alte Ressentiments - neue Radikalität. Leipziger Autoritarismus Studie 2020. Gießen: Psychosozial.
Ebner, Julia (2019): Radikalisierungsmaschinen: Wie Extremisten die neuen Technologien nutzen und uns manipulieren. Suhrkamp Nova: Berlin
Europol (2021), European Union Terrorism Situation and Trend Report, Publications Office of the European Union, Luxembourg. Available at: https://www.europol.europa.eu/cms/sites/default/files/documents/tesat_2021_0.pdf accessed: [24.03.2022].
Feddes, Allard; Galluci, Marcello (2015): A Literature Review on Methodology used in Evaluating Effects of Preventive and De-radicalisation Interventions. In: Journal for Deradicalisation, no. 5. Available from: https://journals.sfu.ca/jd/index.php/jd/article/download/33/31 on 13.11.2020 [accessed: 26.11.2020].
Frindte, Wolfgang; Boehnke, Klaus; Kreikenbom, Henry; Wagner, Wolfgang (2011): Lebenswelten junger Muslime in Deutschland. Ein sozial- und medienwissenschaftliches System zur Analyse, Bewertung und Prävention islamistischer Radikalisierungsprozesse junger Menschen in Deutschland. Abschlussbericht. Berlin: Bundesministerium des Innern.
Frischlich, Lena (2019): Kritische Medienkompetenz als Säule demokratischer Resilienz in Zeiten von "Fake News" und Online-Desinformation. Bundeszentrale für politische Bildung. Available from: https://www.bpb.de/gesellschaft/digitales/digitale-desinformation/290527/kritische-medienkompetenz. [accessed: 26.11.2020]
Gallagher, Aoife; O’Connor, Ciaran; Vaux, Pierre; Thomas, Elise; Davey, Jacob (2021): Gaming and Extremism. The Extreme Right on Discord. Available from: https://www.isdglobal.org/wp-content/uploads/2021/08/04-gaming-report-discord.pdf [accessed: 23.03.2022].
Gielen, Amy-Jane; Molenkamp, Merel; Wouterse, Lieke (2018): Guideline Evaluation of PCVE programmes and interventions EX POST PAPER, RAN MS Workshops on PCVE Evaluations. Available from: https://ec.europa.eu/home-affairs/sites/homeaffairs/files/what-we-do/networks/radicalisation_awareness_network/ran-papers/docs/ms_workshops_guidelines_evaluation_of_pcve_programmes_and_interventions_july_2018_en.pdf [accessed: 26.11.2020].
Hartinger, Michael; Pisoiu, Daniela (2020): The Name of the Game in Radicalization Prevention. Available from: https://www.voxpol.eu/the-name-of-the-game-in-radicalisation-prevention/ [accessed: 26.11.2020].
Hausmann, Joshua (2022): Radikalisierung durch Videospiele?! – Eine exemplarische diskursanalytische Betrachtung des Videospiels 'Heimat Defender: Rebellion' mit Blick auf Radikalisierung und Extremismus. In: Hamburger Arbeiten zur Allgemeinen Erziehungswissenschaft, Nr. 18. Available from: https://openhsu.ub.hsu-hh.de/bitstream/10.24405/14180/1/openHSU_14180.pdf [accessed 23.03.2022].
Horgan, John (2005): The Psychology of Terrorism. Routledge, London.
Imhof, Roland; Decker, Oliver (2013): Verschwörungsmentalität als Weltbild. In: Decker, Oliver; Kies, Johannes & Brähler, Elmar (ed.), Rechtsextremismus in der Mitte. Eine sozialpsychologische Gegenwartsdiagnose, pp. 146-162. Gießen: Psychosozial.
Kelle, Udo (2006): Qualitative Evaluationsforschung und das Kausalitätsparadigma. In: Flick, Uwe (ed.), Qualitative Evaluationsforschung: Konzepte, Methoden, Umsetzung, p.117-135. Rowohlt Verlag (Reinebek), Hamburg.
Köhler, Daniel (2017): Structural quality standards for work to intervene with and counter violent extremism. A handbook for practitioners, state coordination units and civil society programme implementers in Germany. http://girds.org/file_download/23/final-handbook-quality-standards.pdf [accessed: 26.11.2020]
Küpper, Beate; Häusler, Alexander; Zick, Andreas (2016): Die Neue Rechte und die Verbreitung neurechter Einstellungen in der Bevölkerung. In: Zick, Andreas; Küpper, Beate & Krause, Daniela (ed.), Gespaltene Mitte, feindselige Zustände. Rechtsextreme Einstellungen in Deutschland 2016, pp. 143-166. Bonn: J. H. W. Dietz Nachf. GmbH.
Mattei, Christina; Zeiger, Sara (2018): Evaluate your CVE Results – Projecting your Impact. Available from: https://www.hedayahcenter.org/resources/reports_and_publications/evaluate-your-cve-results-projecting-your-impact/ [accessed: 26.11.2020]
O’Connor, Ciaran (2021: Gaming and Extremism. The Extreme Right on Twitch. Available from: https://www.isdglobal.org/wp-content/uploads/2021/08/05-gaming-report-twitch.pdf [accessed: 23.03.2022].
Pisoiu, Daniela (2011): Islamist Radicalisation in Europe. An Occupational Change Process. Routledge, London.
Pisoiu, Daniela; Hain, Sandra (2018): Theories of Terrorism. An Introduction. Routledge, New York.
Ritzmann, Alexander; Wouterse, Lieke; Verdegaal, Merle (2019): Effective Narratives: Updating the GAMMMA+ model. EX POST PAPER RAN C&N Academy ‘How to create, implement and evaluate an effective P/CVE communications campaign’. Available from: https://ec.europa.eu/home-affairs/sites/homeaffairs/files/what-we-do/networks/radicalisation_awareness_network/about-ran/ran-c-and-n/docs/ran_cn_academy_creating_implementing_effective_campaigns_brussels_14-15112019_en.pdf [accessed: 04.09.2020].
Robson, Karen; Plangger, Kirk; Kietzmann, Jan; McCarthy, Ian Paul; Pitt, Leyland (2015): Is it all a game? Understanding the principles of gamification. In: Business Horizons, Vol. 58, pp. 411-420. Available from: https://www.researchgate.net/profile/Jan_Kietzmann/publication/275059704_Is_it_all_a_game_Understanding_the_principles_of_gamification/links/59d8756b0f7e9b12b3663a10/Is-it-all-a-game-Understanding-the-principles-of-gamification.pdf. [accessed: 27.11.2020].
Roozenbeek, Jon; van der Linden, Sanders (2019): Fake news game confers psychological resistance against online misinformation. In: Humanities & Social Sciences Communications, 5:65. Available from: https://www.nature.com/articles/s41599-019-0279-9 [accessed: 24.03.2022].
Saleh, Nabil F.; Roozenbeek, Jon; Makki, Fadi A.; McClanahan, William P.; van der Linden, Sander (2021): Active inoculation boosts attitudinal resistance against extremist persuasion techniques: a novel approach towards the prevention of violent extremism. In: Behavioural Public Policy, pp. 1-24. Available from: https://www.cambridge.org/core/journals/behavioural-public-policy/article/active-inoculation-boosts-attitudinal-resistance-against-extremist-persuasion-techniques-a-novel-approach-towards-the-prevention-of-violent-extremism/EC1BF962A2B0012982BBB1507288E188 [accessed: 29.03.2022].
Schlegel, Linda (2021): Extremists’ use of gaming (adjacent) platforms. Insights regarding primary and secondary prevention measures. Available from: https://ec.europa.eu/home-affairs/networks/radicalisation-awareness-network-ran/publications/extremists-use-gaming-adjacent-platforms-insights-regarding-primary-and-secondary-prevention_en [accessed: 25.03.2022].
Schlegel, Linda (2020): Can You Hear Your Call of Duty? The Gamification of Radicalisation and Extremist Violence. European Eye On Radicalisation. Available from: https://eeradicalisation.com/can-you-hear-your-call-of-duty-the-gamification-of-radicalisation-and-extremist-violence/[accessed: 25.11.2020].
Schlegel, Linda (2018): Playing jihad: the gamification of radicalization. Available from: https://www.thedefensepost.com/2018/07/05/gamification-of-radicalization-opinion/ [accessed: 24.03.2022].
Simpson-Beck, Victoria; Boys, Stephanie; Rose, Christopher; Beck, Eric (2012): Violence Against Women in Video Games: A Prequel or Sequel to Rape Myth Acceptance? In: Journal of Interpersonal Violence, 27(15), pp. 3016-3031. Available from: https://journals.sagepub.com/doi/pdf/10.1177/0886260512441078 [accessed: 24.03.2022].
Ulbrich-Herrmann, Matthias (1995): Zur Verbreitung von gewaltbefürwortenden Einstellungen und Gewaltverhalten. In: Heytmeyer, Wilhelm (ed.), Gewalt. Schattenseiten der Individualisierung bei Jugendlichen aus unterschiedlichen Milieus, pp. 127-141. Juventa, Weinheim.
Zick, Andreas; Küpper, Beate; Krause, Daniela (2016): Gespaltene Mitte feindselige Zustände. Rechtsextreme Einstellungen in Deutschland 2016. J. H. W. Dietz Nachf. GmbH, Bonn.
Downloads
Published
Issue
Section
License
Copyright (c) 2022 Felix Lippe, Rebecca Walter, Veronika Hofinger
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
The JD Journal for Deradicalization uses a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND) Licence. You are free to share - copy and redistribute the material in any medium or format under the following conditions:
Attribution — You must give appropriate credit, provide a link to the license, andindicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
NonCommercial — You may not use the material for commercial purposes.
NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.