Call for Chapters: Gaming, Radicalization, and the Politics of Online Play

Editors

Muhammad Asad Latif, The Islamia University of Bahawalpur, Pakistan

Call for Chapters

Proposals Submission Deadline: June 14, 2026
Full Chapters Due: September 6, 2026
Submission Date: September 6, 2026

Introduction

The rapid expansion of digital gaming has transformed it from a niche leisure activity into one of the most influential cultural and social arenas of the twenty-first century. Online games are no longer simply sites of entertainment; they are dynamic, networked spaces where millions of players interact, collaborate, compete, and communicate across geographic and cultural boundaries. As such, gaming environments have become powerful platforms for identity formation, community building, and political expression. Yet alongside their creative and connective potential, these spaces have also emerged as fertile ground for more troubling dynamics, including harassment, exclusion, and processes of ideological radicalization. This edited volume, *Gaming, Radicalization, and the Politics of Online Play*, seeks to critically examine the complex intersections between gaming cultures and contemporary political phenomena. In recent years, scholars, policymakers, and media commentators have increasingly drawn attention to the ways in which extremist ideologies and polarizing narratives circulate within digital ecosystems. Gaming platforms—particularly those that integrate voice chat, forums, livestreaming, and user-generated content—can inadvertently facilitate the spread of such ideas. The immersive and interactive nature of games, combined with algorithmic amplification and community-driven discourse, creates conditions in which political messaging can be subtly embedded, normalized, and disseminated. Importantly, this volume does not position gaming communities as inherently problematic or uniformly susceptible to radicalization. Rather, it approaches gaming as a contested space shaped by broader social, economic, and technological forces. The chapters collected here explore how issues such as platform governance, moderation practices, game design, and player cultures intersect with questions of power, ideology, and resistance. By situating gaming within wider debates about digital media, the book highlights how online play both reflects and reshapes offline political realities. A central aim of this collection is to move beyond simplistic narratives that either demonize gaming or dismiss concerns about its political implications. Instead, contributors adopt interdisciplinary perspectives—drawing from media studies, sociology, political science, psychology, and cultural studies—to provide nuanced analyses of how radicalization processes may unfold in gaming contexts. These analyses consider a range of factors, including the role of anonymity, the formation of in-group and out-group identities, the use of humor and irony in masking extremist discourse, and the influence of transnational networks that blur the boundaries between gaming and other online spaces. At the same time, the volume foregrounds the agency of players, developers, and communities who actively resist toxic and extremist influences. It examines initiatives aimed at fostering inclusive gaming environments, as well as strategies for digital literacy and critical engagement that can mitigate harmful dynamics. In doing so, the book underscores that gaming spaces are not only sites of risk but also arenas of possibility, where alternative forms of sociality and political engagement can emerge. By bringing together diverse voices and perspectives, *Gaming, Radicalization, and the Politics of Online Play* offers a timely and comprehensive contribution to ongoing conversations about digital culture and its societal implications. It invites readers to critically engage with the evolving role of gaming in shaping political consciousness and to consider how these virtual worlds are increasingly intertwined with the challenges and opportunities of our contemporary moment.

Objective

This edited volume, *Gaming, Radicalization, and the Politics of Online Play*, is designed to advance scholarly and public understanding of how digital gaming environments intersect with contemporary processes of political socialization, ideological formation, and radicalization. While existing research has examined online extremism and digital cultures more broadly, relatively limited attention has been paid to gaming as a distinct and influential ecosystem. This book seeks to address that gap by positioning gaming spaces not as peripheral मनोरational platforms, but as central arenas where social interaction, identity construction, and political discourse increasingly converge. One of the primary objectives of this volume is to conceptualize gaming environments as complex socio-technical systems that both reflect and shape broader political dynamics. The book brings together interdisciplinary perspectives to analyze how features such as interactivity, immersion, anonymity, and algorithmically structured communication contribute to the circulation and normalization of ideological narratives. By doing so, it aims to develop a more nuanced theoretical framework for understanding radicalization processes that move beyond traditional models rooted in static or text-based online environments. A second key objective is to empirically document and critically assess the mechanisms through which extremist ideas, exclusionary identities, and polarizing discourses may emerge and spread within gaming cultures. Contributors examine a range of contexts, including multiplayer platforms, esports communities, streaming ecosystems, and game-related social media spaces. Through qualitative and quantitative approaches, the volume explores how in-group dynamics, humor, memes, and gamified interactions can be mobilized to reinforce ideological boundaries or obscure harmful content. In doing so, the book adds depth to current research by highlighting forms of communication and engagement that are unique to gaming environments. At the same time, the volume seeks to complicate dominant narratives that frame gaming primarily as a site of risk or pathology. A third objective is to foreground the diversity of player experiences and the capacity of gaming communities to resist and challenge toxic or extremist influences. By documenting grassroots moderation practices, inclusive design strategies, and community-led interventions, the book contributes to a more balanced understanding of gaming as a space of both vulnerability and resilience. This perspective expands current research by incorporating not only the pathways to radicalization but also the conditions that enable counter-narratives and positive social engagement. Another important goal of this collection is to inform policy and practice. By analyzing platform governance, regulatory challenges, and ethical considerations, the volume provides insights relevant to developers, policymakers, educators, and civil society organizations. It aims to bridge the gap between academic research and practical intervention, offering evidence-based recommendations for fostering safer and more inclusive gaming environments without undermining the creative and participatory nature of online play. Finally, this book aspires to set a research agenda for future scholarship. By identifying conceptual gaps, methodological challenges, and emerging trends—such as the integration of virtual reality, artificial intelligence, and transmedia ecosystems—it encourages continued investigation into the evolving relationship between gaming and politics. In doing so, *Gaming, Radicalization, and the Politics of Online Play* not only contributes to existing debates but also helps to shape the direction of future interdisciplinary inquiry. Through these objectives, the volume positions itself as a timely and significant contribution to the study of digital media, offering new insights into how gaming cultures are implicated in some of the most pressing political and social issues of our time.

Target Audience

*Gaming, Radicalization, and the Politics of Online Play* is intended for a diverse and interdisciplinary audience reflecting the wide-ranging relevance of its subject matter. At its core, the volume is geared toward academic researchers and scholars working in fields such as media and communication studies, sociology, political science, digital anthropology, cultural studies, and psychology. For these audiences, the book offers both theoretical innovation and empirical insight into the evolving relationship between gaming environments and political processes. By foregrounding gaming as a significant site of social interaction and ideological exchange, the volume provides scholars with new conceptual tools and case studies that can inform future research on digital cultures and online radicalization. Graduate students and advanced undergraduate students represent another key audience for this collection. As gaming continues to shape contemporary social life, there is a growing demand for academic resources that critically engage with its broader implications. This book is well-suited for courses on digital media, internet governance, online communities, extremism studies, and contemporary politics. Its interdisciplinary approach and accessible yet rigorous analyses make it a valuable teaching resource, enabling students to better understand how seemingly recreational digital spaces are intertwined with complex political and social dynamics. Beyond academia, the volume is highly relevant for policymakers, regulators, and practitioners concerned with digital governance and online safety. As governments and international organizations grapple with the challenges posed by online extremism, misinformation, and harmful digital behaviors, there is an increasing need for research that moves beyond traditional social media platforms to include gaming ecosystems. This book provides evidence-based insights into how radicalization processes may unfold in these environments, as well as the limitations and possibilities of current regulatory approaches. It will be particularly useful for those involved in developing policies related to platform accountability, content moderation, and digital literacy. The book also speaks directly to professionals within the gaming industry, including developers, designers, community managers, and platform administrators. For these stakeholders, understanding the social and political dimensions of gaming is essential for creating inclusive, ethical, and sustainable digital spaces. The research presented in this volume highlights how design choices, moderation systems, and community norms can influence player behavior and shape the broader culture of online play. By engaging with these insights, industry professionals can better anticipate and respond to challenges related to toxicity, exclusion, and the spread of extremist content. In addition, civil society organizations, educators, and digital literacy advocates will find this volume particularly valuable. Organizations working on issues such as countering violent extremism, promoting online inclusion, and supporting youth engagement can draw on the book’s findings to inform interventions and outreach strategies. Educators and youth workers, in particular, will benefit from a deeper understanding of the digital environments that many young people inhabit daily, allowing them to foster more informed and constructive conversations about gaming and online behavior. Finally, the book is accessible to informed general readers with an interest in digital culture, gaming, and contemporary politics. As public debates increasingly focus on the societal impact of online platforms, this volume offers a nuanced perspective that avoids simplistic assumptions and instead presents gaming as a complex and contested space. By addressing multiple audiences, *Gaming, Radicalization, and the Politics of Online Play* aims to bridge the gap between academic research, industry practice, and public discourse, ensuring that its insights have both scholarly and real-world impact.

Recommended Topics

Recommended Topics Conceptualizing gaming environments as socio-political and cultural spaces Theories of online radicalization in interactive and immersive media contexts Historical links between gaming cultures and political discourse (e.g., Gamergate and its aftermath) Platform architectures, algorithms, and the amplification of ideological content The role of anonymity, pseudonymity, and identity performance in online games In-group/out-group dynamics, belonging, and exclusion in multiplayer communities Toxicity, harassment, and their intersections with political extremism Memes, humor, irony, and coded language as vehicles for ideological messaging Livestreaming platforms, influencers, and the politicization of gaming audiences Esports cultures and the globalization of gaming-related political narratives Gender, race, and representation in gaming and their links to radicalization pathways Youth engagement in gaming spaces and vulnerabilities to ideological influence Cross-platform ecosystems (Discord, Reddit, Twitch, etc.) and networked radicalization Game design and mechanics: how rules, narratives, and systems shape political meaning Militarization, simulation, and the normalization of conflict through gameplay Modding communities and user-generated content as sites of political expression Comparative regional perspectives on gaming and extremism Case studies of specific games or communities associated with political controversy Counter-radicalization strategies within gaming environments Community moderation practices and platform governance challenges Ethical considerations in researching gaming communities and online extremism Digital literacy, resilience, and player-led interventions against harmful content Industry perspectives: responsibilities of developers, publishers, and platforms Policy responses and regulatory frameworks addressing gaming and online harms The role of artificial intelligence and automated moderation in gaming spaces Virtual reality (VR) and emerging technologies in shaping future political engagement The intersection of gaming, misinformation, and conspiracy cultures Psychological dimensions of immersion, identity, and susceptibility to influence The political economy of gaming industries and its impact on content ecosystems Future directions for interdisciplinary research on gaming, politics, and society

Submission Procedure

Researchers and practitioners are invited to submit on or before June 14, 2026, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by June 28, 2026 about the status of their proposals and sent chapter guidelines.Full chapters of a minimum of 10,000 words (word count includes references and related readings) are expected to be submitted by September 6, 2026, and all interested authors must consult the guidelines for manuscript submissions at https://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. All submitted chapters will be reviewed on a double-anonymized review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Gaming, Radicalization, and the Politics of Online Play. All manuscripts are accepted based on a double-anonymized peer review editorial process.

All proposals should be submitted through the eEditorial Discovery® online submission manager.

Publisher

This book is scheduled to be published by IGI Global Scientific Publishing, an international academic publisher of the "Information Science Reference", "Medical Information Science Reference", "Business Science Reference", and "Engineering Science Reference" imprints. IGI Global Scientific Publishing specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit https://www.igi-global.com. This publication is anticipated to be released in 2027.

Indexing Information for Prospective Authors

IGI Global Scientific Publishing meets the criteria for inclusion in major indexing services such as Scopus; however, it is important to note that all indexing decisions are made independently by these services. IGI Global Scientific Publishing books are selectively indexed by the indexing organization after publication. Indexing cannot be guaranteed for any book prior to publication, and the indexing organization has complete control over the final selection and timeline.

Important Dates

June 14, 2026: Proposal Submission Deadline
June 28, 2026: Notification of Acceptance
September 6, 2026: Full Chapter Submission
October 18, 2026: Review Results Returned
November 15, 2026: Final Acceptance Notification
November 22, 2026: Final Chapter Submission

Inquiries

Muhammad Asad Latif The Islamia University of Bahawalpur muhammadasadlatif3@gmail.com
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