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Evaluating an online-game intervention to prevent violent extremism
- Source :
- Journal for Deradicalization, Vol Fall 2022, Iss 32, Pp 1-34 (2022)
- Publication Year :
- 2022
- Publisher :
- Daniel Koehler, 2022.
-
Abstract
- 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.
Details
- Language :
- German, English, French
- ISSN :
- 23639849
- Volume :
- Fall 2022
- Issue :
- 32
- Database :
- Directory of Open Access Journals
- Journal :
- Journal for Deradicalization
- Publication Type :
- Academic Journal
- Accession number :
- edsdoj.5b17623de1074bec91812a63d1575291
- Document Type :
- article