<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2795-4757</journal-id>
<journal-title><![CDATA[Political Observer]]></journal-title>
<abbrev-journal-title><![CDATA[Political Observer]]></abbrev-journal-title>
<issn>2795-4757</issn>
<publisher>
<publisher-name><![CDATA[OBSERVATÓRIO POLÍTICO ]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2795-47572024000200023</article-id>
<article-id pub-id-type="doi">10.59071/2795-4765.rpcp2024.22/pp.23-39</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[The Intersection of Gaming and Terrorism: Exploring the Role of Online Gaming in Terrorist Recruitment Methods]]></article-title>
<article-title xml:lang="pt"><![CDATA[A Intersecção do Jogo e do Terrorismo: Explorando o Papel dos Jogos Online nos Métodos de Recrutamento de Terroristas]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ogele]]></surname>
<given-names><![CDATA[Eziho Promise]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Rivers State University Faculty of Social Sciences Department of Political Science]]></institution>
<addr-line><![CDATA[Nkpolu Oroworukwo]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<numero>22</numero>
<fpage>23</fpage>
<lpage>39</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2795-47572024000200023&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2795-47572024000200023&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2795-47572024000200023&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This paper examines the intersection of online gaming and terrorism, highlighting how terrorist organizations leverage online gaming and mods platforms to recruit and radicalize new members. Terrorist organizations have increasingly utilized online gaming and other digital platforms to recruit and radicalize individuals. Video games are multifaceted creative works integrating various art forms, including music, writing, narrative, visual arts, and character design. These complex productions require human engagement and interaction to unfold, leveraging computer programming and specialized hardware to bring the gaming experience to life. However, terrorist organizations have explored this avenue in recruiting members into their organizations. Seventy per cent of terrorist organizations have used online gaming platforms for recruitment and radicalization. The paper used social learning theory as its theoretical construct. The paper relied on secondary data-gathering techniques. The paper reveals the complexities of this phenomenon, including the use of mods to promote extremist ideologies, the exploitation of online gaming communities, and the role of social media and other digital channels in facilitating terrorist recruitment. Hence, the paper recommend amongst others a synergy among the Law enforcement agencies and counter-terrorism organizations aimed at monitoring and disrupting terrorist activities on online gaming platforms.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Este artigo examina a intersecção entre os jogos online e o terrorismo, destacando a forma como as organizações terroristas aproveitam os jogos online e as plataformas mods para recrutar e radicalizar novos membros. As organizações terroristas têm utilizado cada vez mais os jogos online e outras plataformas digitais para recrutar e radicalizar indivíduos. Os videojogos são obras criativas multifacetadas que integram várias formas de arte, incluindo música, escrita, narrativa, artes visuais e design de personagens. Estas produções complexas requerem o envolvimento e a interação humana para se desenvolverem, tirando partido de programação informática e de hardware especializado para dar vida à experiência de jogo. No entanto, as organizações terroristas têm explorado esta via para recrutar membros para as suas organizações. Setenta por cento das organizações terroristas utilizaram plataformas de jogos online para recrutamento e radicalização. O artigo utiliza a teoria da aprendizagem social como base teórica. O artigo baseia-se em técnicas de recolha de dados secundários. O artigo revela as complexidades deste fenómeno, incluindo a utilização de mods para promover ideologias extremistas, a exploração de comunidades de jogos online e o papel das redes sociais e de outros canais digitais na facilitação do recrutamento de terroristas. Por conseguinte, o artigo recomenda, entre outras coisas, uma sinergia entre as agências de aplicação da lei e as organizações de luta contra o terrorismo com o objetivo de monitorizar e interromper as atividades terroristas nas plataformas de jogos online.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[gaming]]></kwd>
<kwd lng="en"><![CDATA[online]]></kwd>
<kwd lng="en"><![CDATA[platform]]></kwd>
<kwd lng="en"><![CDATA[recruitment]]></kwd>
<kwd lng="en"><![CDATA[terrorist.]]></kwd>
<kwd lng="pt"><![CDATA[jogo]]></kwd>
<kwd lng="pt"><![CDATA[online]]></kwd>
<kwd lng="pt"><![CDATA[plataforma]]></kwd>
<kwd lng="pt"><![CDATA[recrutamento]]></kwd>
<kwd lng="pt"><![CDATA[terrorista.]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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