Gaming

A study highlights the propensity for radicalization of those who have a strong ‘gamer’ identity

A study highlights the propensity for radicalization of those who have a strong 'gamer' identity

Oct. 27 (Portaltic/EP) –

A new approach to online video games as a breeding ground for extreme ideologies highlights the role that deep identification as a player has on the radicalization of the members of a video game community.

Take This is an American non-profit organization focused on mental health that has conducted research to understand the psychological process it promotes the radicalization of video game playerswhich are included in the text ‘Not Just a Game: Fusion of Identity and Extremism in Gaming Cultures“.

The research proposes the potential role of identity fusion in the radicalization of the players, especially in the online platformswho understand that they have become a breeding ground for the most extreme ideologies, where exclusionary identities (them against us) are clearly shown.

The researchers define identity fusion as a “deep, visceral sense of alignment with an abstract,” be it a group, a cause, or other people, in which the personal self and relational ties to other members of the group are also emphasized. group”, unlike what happens, for example, with group identity, in which collective ties with the group become important.

In other words, the player not only identifies with the group, of which he is a part, but also develops very deep ties with the rest of the members and does so above himself, even if this entails a very high personal cost, as he may be “sacrificing one’s life for the group”.

It is not an exclusive concept of the world of video games; it has been studied in other groups, such as “the armed forces, nationalist groups and competitive sports”. But they see that game spaces can be suitable for the fusion of identities, especially when especially “challenging” experiences are shared“.

In this sense, the researchers point out that video game communities offer a space in which socialize, which attracts people with a propensity for loneliness, social anxiety, and insecurity. However, they can also expose to toxic environments Y to hate speech.

To verify the relationship between identity fusion and its links with extremism in gamers, they conducted three studies in which they analyzed the correlation between identity fusion and game culture (understood as a deep emotional bond), the characteristics particularities of the players that enhance the effects of the previous relationship, and the effect of the game environment on the fusion of the players, for which they resorted to Minecraft (a more benign game) and Call of Duty (violent and competitive).

The researchers note that all three studies “provide converging evidence that identity fusion can play a key role in radicalizing gamers,” as collected in the research discussions.

More specifically, from study one they consider that “the fusion of identity with the culture of the gamers was associated in a unique way with several markers of extremism”, among which they point out the will to fight or die for the culture of the games, the personality traits of the ‘dark triad’ -in psychology, the traits of a bad person: narcissism, psychopathy and Machiavellianism-, sexism, racism and aggressive behavior.

From study two they conclude that some individual characteristics predispose to fusion and extremism, as is the case of those who felt lonely or showed an insecure attachment. For its part, the third study shows that those who participate in more violent and competitive games that generate a toxic environment show “a stronger relationship between fusion with the game culture and antisocial results.”

The latter “can vary in many communities depending on the type of people you spend a lot of your time with,” explains Take This Research Director Rachel Kowert. to Vice. “I don’t think it’s necessarily about the content. but about the community in which you are immersed“, nuances.

“When player identity is very central to who you are as a personthat seems to reflect what we call toxic gamer culture, it tends to reflect more exclusion than inclusion, and things like racism, sexism and misogyny, “says Kowert, who clarifies that it only refers to a small part of the gaming community. players.

Regarding the key concept of her research, identity fusion, she explains that “we have individual identities and social identities. I’m Rachel, I’m a woman and I’m a gamer. I love The Witcher. These are my social identities and they are separate.” And that the concept of fusion “is when social identity, individual identity, merges and you cannot separate them. The way in which fusion is shown to develop makes us more susceptible to the most extreme behaviors.”

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