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Předmět, akademický rok 2024/2025
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Terrorism and the Internet - JPM839
Anglický název: Terrorism and the Internet
Český název: Terorismus a internet
Zajišťuje: Katedra bezpečnostních studií (23-KBS)
Fakulta: Fakulta sociálních věd
Platnost: od 2024
Semestr: zimní
E-Kredity: 4
Způsob provedení zkoušky: zimní s.:
Rozsah, examinace: zimní s.:1/1, Zk [HT]
Počet míst: 25 / neurčen (25)
Minimální obsazenost: neomezen
4EU+: ne
Virtuální mobilita / počet míst pro virtuální mobilitu: ne
Stav předmětu: vyučován
Jazyk výuky: angličtina
Způsob výuky: prezenční
Poznámka: předmět je možno zapsat mimo plán
povolen pro zápis po webu
při zápisu přednost, je-li ve stud. plánu
Garant: Mgr. Jonathan Collins
Vyučující: Mgr. Jonathan Collins
Třída: Courses for incoming students
Soubory Komentář Kdo přidal
stáhnout Extremism on Gaming (-Adjacent) Platforms_24_10_09_12_38_40.pdf Mgr. Jonathan Collins
stáhnout Extremist Games and Modifications_24_10_09_12_35_36.pdf Mgr. Jonathan Collins
stáhnout gamification in radicalization process.pdf Mgr. Jonathan Collins
stáhnout christchurch attacks.pdf Mgr. Jonathan Collins
stáhnout intersection between extremism and gaming.pdf Mgr. Jonathan Collins
stáhnout Lakhani-DigitalPhysicalWorld-2023.pdf Mgr. Jonathan Collins
stáhnout Level Up_24_10_09_12_39_51.pdf Mgr. Jonathan Collins
stáhnout Playing for Hate Extremism Terrorism and Videogames.pdf Mgr. Jonathan Collins
stáhnout Press F to Pay Respects An Empirical Exploration of the Mechanics of Gamification in Relation to the Christchurch Attack.pdf Mgr. Jonathan Collins
stáhnout Preventing and Countering Extremism in Gaming Spaces_24_10_09_12_40_19.pdf Mgr. Jonathan Collins
stáhnout The online gaming ecosystem.pdf Mgr. Jonathan Collins
stáhnout Video gaming and (violent) extremism.pdf Mgr. Jonathan Collins
Anotace - angličtina
Winter 2024
4 ECTS (Guest Lecture)
Class Times: TBD (October 14th to October 18th)
Lecturer: Dr Suraj Lakhani, University of Sussex – S.Lakhani@sussex.ac.uk
Guarantor: Jonathan Collins – Jonathan.Collins@fsv.cuni.cz

Attendance for the course is a requirement. Failure to attend three sessions will result in removal from the course.

The video-gaming industry is currently the most profitable entertainment sector with revenues estimated to be in the region of $282 billion USD for 2024. There are 3.3 billion people around the world playing video-games on mobile phones, laptops, desktops, consoles, and other devices; a figure concentrated among 16 to 24-year-olds. Engaging in video-gaming has wide-ranging pro-social benefits including providing stress relief, community building, and enabling people to carve out identities and subcultures. While video-games are not a causal factor of violence, the nexus between video-gaming and violent extremism is a serious growing concern. This module will explore these intersections, which include the creation of bespoke games and modifications by violent extremists, the gamification of violent extremism, and communication through online gaming spaces. This course will provide students with an introduction to these intersections, before delving deeper into each of them, drawing on recent empirical research, to better understand them in relation to radicalisation, recruitment, community building, propaganda dissemination, and other issues.
Poslední úprava: Collins Jonathan, Mgr. (15.10.2024)
Podmínky zakončení předmětu - angličtina

Students are expected to attend classes, read the required literature before each class, and actively participate in discussions.  

·       Research papers (70%): of around 2000 words (the +/- 10% rule to the paper length applies, references included), in Word files, to be sent to the lecturers, due October 25th Midnight Central European Time. A late penalty of 10% per day will be applied after the submission date. The lecturer reserves the right to change this policy based on extraordinary circumstances properly evidenced. Research papers must be original pieces of investigation, based on the knowledge of the related scholarly literature and centered on innovative research questions.

In general, the research papers must be in-depth and preferably innovative and argumentative, rather than superficial and descriptive. They should contain references (in any style they wish as long as it is consistent throughout; students should make sure that all references are quoted accurately as the papers are run on Turnitin plagiarism software), be formally organized, and have both conceptual/theoretical and empirical parts. Particular attention should be paid to the interconnectedness of the theoretical and empirical sections, with empirical sections illustrating the theoretical argument. Research papers shall have the following structure: Introduction, Conceptualizing (a brief definition of the studied concept or phenomenon), Empirical (providing empirical evidence), Conclusion. The lecturer may assign topics as well if requested on a general topic. Note that the research papers cannot be written on the same topic as your presentation.

·       Active class participation (30%) based primarily on the discussion of the daily readings and lectures. Points are assigned by the lecturer and are not up for discussion.

Participation (30%)

Excellent

Good

Mixed

Poor 

Unsatisfactory

Evidence of preparation

 

 

 

 

 

Understanding of key arguments/texts

 

 

 

 

 

Argumentation

 

 

 

 

 

Attendance

 

 

 

 

 

Research paper (40%)

Excellent 

Good 

Mixed

Poor 

Unsatisfactory

Theoretical Justification + Research Question

 

 

 

 

 

Contribution to knowledge + strong argument

 

 

 

 

 

Empirical Findings

 

 

 

 

 

Research (wide base of relevant sources?) + Referencing

 

 

 

 

 

Expression (written clearly in good English?)

 

 

 

 

 

Organisation (well-structured and easy to follow?)

 

 

 

 

 

Poslední úprava: Collins Jonathan, Mgr. (27.09.2024)
Sylabus - angličtina

1.     Video Gaming: A Primer

Video gaming has evolved from simple pixelated games to complex, immersive experiences. Modern games span various genres, from action and strategy to role-playing and simulation. The industry's growth has been exponential, driven by technological advancements and increasing accessibility. Gaming platforms include consoles (PlayStation, Xbox), PCs, mobile devices, and emerging VR/AR technologies. Online multiplayer games have created vast virtual communities, fostering social interactions across global networks. The esports scene has turned competitive gaming into a professional sport with massive viewership. Gaming's cultural impact extends beyond entertainment, influencing art, education, and social dynamics. Understanding this landscape is crucial for analysing its intersection with violent extremism. This session will consider these aspects and the actual and potential harms relating to bad actors misusing gaming and gaming-adjacent spaces.

Essential Readings

1. Lakhani, S. (2021) “Video Gaming and (Violent) Extremism: An exploration of the current landscape, trends, and threats”. Radicalisation Awareness Network (Policy Support), European Commission.

2. Lamphere-Englund, G. and White, J. (2023) “The Online Gaming Ecosystem: Assessing digital socialisation, extremism risks and harms mitigation efforts”. Global Network on Extremism and Technology (GNET).

3. Schlegel, L. and Amarasingham, A. (2022) “Examining the Intersection Between Gaming and Violent Extremism”. UN Counter-Terrorism Centre (UNCCT).

 

2.      Bespoke Games and Modification

Bespoke games and modifications represent a concerning intersection between gaming and extremism. Various violent extremist groups and networks (Jihadist, far-right, and others) have created custom games or modified existing ones to spread propaganda and ideologies. These games often feature narratives that glorify extremist actions or demonise specific groups. Examples include first-person shooter games promoting real-world violence or strategy games rewriting historical narratives to align with extremist ideologies.

 

Essential Readings

1. Robinson, N. and Whittaker, J. (2020) "Playing for Hate? Extremism, Terrorism, and Videogames." Studies in Conflict & Terrorism, 1-36.

2. Prinzi, M. (2024) “Extremist Games and Modifications: The ‘Metapolitics’ of Anti-Democratic Forces”, in R. Kowert and L. Schlegel (Eds.), Gaming and Extremism. New York: Routledge.

 

3.      The Gamification of Violent Extremism

The gamification of violent extremism refers to the application of game-design elements and principles to non-gaming scenarios. Extremist groups leverage gamification to make their ideologies more engaging and appealing, especially to younger audiences. This can include creating point systems, leaderboards, or achievement badges for participating in extremist activities or consuming propaganda. Virtual currencies or rewards may be offered for completing "missions" that align with the group's goals. By framing extremist engagement as a game, these tactics can normalise behaviour and create a sense of competition and achievement.

 

Essential Readings

1. Lakhani, S. and Wiedlitzka, S. (2020) "'Press F to Pay Respects': An Empirical Exploration of the Mechanics of Gamification in Relation to the Christchurch Attack." Terrorism and Political Violence, 1-18.

2. Schlegel, L. (2021) "The role of gamification in radicalization processes." Working Paper 1/2021, Modus|zad, 1-20. Available at: https://modus-zad.de/wp-content/uploads/2021/01/modus-working-paper-12021.pdf

3. Lakhani, S., 2023. When Digital and Physical World Combine. Perspectives on Terrorism17(2), pp.108-125.

 

4.      Gaming-Adjacent Platforms and Communication

Gaming-adjacent platforms refer to online spaces used by gamers for numerous reasons, primarily communicating with one another. These include gaming chat applications like Discord, streaming platforms such as Twitch, and gaming forums. Extremists utilise these platforms to build communities, share propaganda, and identify potential recruits under the guise of gaming discussions. The casual, often anonymous nature of these spaces can facilitate the gradual introduction of extremist ideas. These platforms also offer voice chat and private messaging features, enabling more direct radicalisation efforts. Understanding how extremists operate within these gaming-adjacent ecosystems is crucial for developing effective counter-strategies and safeguarding vulnerable users.

 

Essential Readings

1.Davey, J. (2024) “Extremism on Gaming (-Adjacent) Platforms”, in R. Kowert and L. Schlegel (Eds.), Gaming and Extremism. New York: Routledge.

2. Macklin, G. (2019) “The Christchurch Attacks: Livestream Terror in the Viral Video Age.” CTC Sentinel, 12(6): 28-30.

 

5.      Policy and Operational Considerations

Addressing the intersection of gaming and violent extremism presents unique policy and operational challenges. This involves developing sophisticated content moderation systems capable of identifying extremist content without overly restricting legitimate gaming communications. Collaboration between gaming companies, law enforcement, and counter-extremism experts is crucial. Policies need to address issues such as cross-platform extremist activities, the use of in-game purchases for extremist financing, and the exploitation of gaming currencies. Educational initiatives to raise awareness among gamers about extremist tactics are also vital. Operationally, real-time monitoring and rapid response mechanisms are necessary to counter emerging threats in the fast-paced gaming environment.

 

Essential Readings

1. Saltman, E. and El Karhili, N. (2024) “Level Up”, in R. Kowert and L. Schlegel (Eds.), Gaming and Extremism. New York: Routledge.

2. Schlegel, L. (2024) “Preventing and Countering Extremism in Gaming Spaces”, in R. Kowert and L. Schlegel (Eds.), Gaming and Extremism. New York: Routledge.

Poslední úprava: Collins Jonathan, Mgr. (27.09.2024)
 
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