TY - JOUR
T1 - Media framing of far-right extremism and online radicalization in esport and gaming
AU - Collison-Randall, Holly
AU - Spaaij, Ramón
AU - Hayday, Emily J.
AU - Pippard, Jack
N1 - Publisher Copyright:
© The Author(s) 2024.
PY - 2024/9/13
Y1 - 2024/9/13
N2 - Gaming adjacent platforms have created an expanding ecosystem of online gaming, esport, and social media actors sharing online space, content, communication tools, and users. Esport, in particular, has grown beyond all expectations and is now a global leader in sport fandom and spectatorship. At the same time, the online infiltration and influence of far-right extremism have resulted in increased challenges of online radicalization. Gaming and esport form a foundational part of youth digital culture today, and this has provided a fertile ground for far-right extremist groups to communicate and connect with users globally. This paper uses framing theory and qualitative document analysis to examine how media articles frame the relationship between far-right extremism and esport. The findings enhance our understanding of how narratives of far-right extremist influence in esport and gaming are framed in the media and how this coverage shapes contemporary societal discussion. This is important because as far-right extremism continues to be propagated and performed in esport and gaming spaces, how this is framed to public audiences can have a critical influence on esport and gamer identities, victimization or criminalization of online spaces, and future activities or approaches to counter radicalization within the online environment.
AB - Gaming adjacent platforms have created an expanding ecosystem of online gaming, esport, and social media actors sharing online space, content, communication tools, and users. Esport, in particular, has grown beyond all expectations and is now a global leader in sport fandom and spectatorship. At the same time, the online infiltration and influence of far-right extremism have resulted in increased challenges of online radicalization. Gaming and esport form a foundational part of youth digital culture today, and this has provided a fertile ground for far-right extremist groups to communicate and connect with users globally. This paper uses framing theory and qualitative document analysis to examine how media articles frame the relationship between far-right extremism and esport. The findings enhance our understanding of how narratives of far-right extremist influence in esport and gaming are framed in the media and how this coverage shapes contemporary societal discussion. This is important because as far-right extremism continues to be propagated and performed in esport and gaming spaces, how this is framed to public audiences can have a critical influence on esport and gamer identities, victimization or criminalization of online spaces, and future activities or approaches to counter radicalization within the online environment.
UR - http://www.scopus.com/inward/record.url?scp=85204106253&partnerID=8YFLogxK
U2 - 10.1057/s41599-024-03680-4
DO - 10.1057/s41599-024-03680-4
M3 - Article
AN - SCOPUS:85204106253
SN - 2662-9992
VL - 11
JO - Humanities and Social Sciences Communications
JF - Humanities and Social Sciences Communications
IS - 1
M1 - 1195
ER -