
The use of games to entice at-risk audiences is not new, nor is it associated with a particular strain of terrorist group. Gaming culture, which includes a captive audience of approximately 1.8 billion people worldwide, has provided avenues for a broad range of extremists to recruit new members, finance activities, propagate hate-filled narratives, and exchange operational tradecraft.
With most of the world at home and online due to the pandemic, white supremacists see a unique opportunity to elevate their brands, expand their finances, grow their group-size, and encourage real-world violence. Violent white supremacist groups such as the Atomwaffen Division (AWD) have used common gaming Voice over Internet Protocol (VoIP) applications to communicate.
White supremacist groups also have a long history of creating games to further dehumanize enemies and encourage acts of violence against minority groups. Violent extremists have long used online games, with a captive audience of 1.8 billion people, as a mechanism to recruit new members and offer alternative narratives to distant audiences.