17–20 Jun 2025
Europe/London timezone
19 Jun 2025, 13:15

Description

This paper explores the intersection of videogames, resistance, and the concept of "extremism made playful." It addresses concerns that mainstream videogames may inadvertently promote extremist sentiments, a phenomenon Wells et al. (2024) describe as "soft sell white supremacy." This term highlights how certain games reflect and reinforce racial and structural inequities, sometimes aligning with extremist worldviews. Military games, for instance, can promote white nationalism under the guise of play.
The paper discusses how everyday extremism manifests in gaming, often dismissed as trivial or playful. This normalization of extremist behaviour in casual settings can cause significant harm, particularly to marginalized groups such as ethnic minorities, LGBTQ+ individuals, and women, who experience these behaviours disproportionately.
Despite these challenges, the paper acknowledges efforts by the gaming industry to create more inclusive play spaces. The industry is increasingly using technology to clean up play, driven by commercial imperatives cantered on building more inclusive play spaces to increase player numbers. Games such as FC25, GTA6, and the Call of Duty series have all sought to tackle extremism in everyday life – how successful these moves have been is, of course, up for debate.

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