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ORIGINAL RESEARCH article

Front. Psychol.

Sec. Media Psychology

Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1504584

This article is part of the Research TopicExtremism and GamesView all 7 articles

"Play as a Nazi prison guard": Childhood and Adolescent Exposure to Online Extremist Materials in Online Gaming Environments

Provisionally accepted
Jade  HutchinsonJade Hutchinson1,2,3*David  Yuzva ClementDavid Yuzva Clement4,5Kenton  BellKenton Bell6Ruxandra  Mihaela GheorgheRuxandra Mihaela Gheorghe7Alexander  ShuttleworthAlexander Shuttleworth8Michaela  EspenschiedMichaela Espenschied1Lorraine  KellumLorraine Kellum9
  • 1Department of Security Studies and Criminology, Faculty of Arts, Macquarie University, Sydney, New South Wales, Australia
  • 2The Groningen Research Institute for the Study of Culture, Research Centre for Media and Journalism Studies, University of Groningen, Groningen, Netherlands
  • 3Alfred Deakin Institute for Citizenship and Globalisation, Centre for Resilient and Inclusive Societies, Deakin University, Geelong, Australia
  • 4Canada Centre for Community Engagement and Prevention of Violence, Public Safety Canada (PS), Ottawa, Ontario, Canada
  • 5School of Social Work, Faculty of Public Affairs, Carleton University, Carleton, Canada
  • 6Independent Researcher, North Carolina, United States
  • 7The School of Social Work, Faculty of Public Affairs, Carleton University, Ottawa, Ontario, Canada
  • 8The School of Psychology, University of New South Wales, Kensington, New South Wales, Australia
  • 9Independent Researcher, Brussels, Belgium

The final, formatted version of the article will be published soon.

This article examines 18 expert assessments reflecting professional evaluations and experiences on the relationship between children, adolescents, and online gaming technologies that facilitate exposure to extremist contents and recruiters. We conducted semi-structured interviews with researchers, practitioners, and policymakers (n=18) from Indo-Pacific, European, and North American government, academic, and education-based organizations. The subject of online gaming was presented as a prominent concern and important component of the sociotechnical environment facilitating children and adolescent experiences with extremist content and recruiters.Findings underscored the importance of private-public partnerships, future "safety-by-design" initiatives, interdisciplinary collaboration with the cognitive-psychological and the developmental sciences and need to understand the swiftly changing technological characteristics of online gaming in shaping how children and adolescents may have encountered online extremism. We also highlight these experts' opinions on the wider sociotechnical environment where such exposure is made possible. This article offers guidance and recommendations to researchers, practitioners, and policymakers who wish to better understand and address the influence of online extremism on child and adolescent development in the digital age.

Keywords: online gaming, Children, Adolescent, extremism, Radicalization, Video Games, development

Received: 01 Oct 2024; Accepted: 17 Oct 2025.

Copyright: © 2025 Hutchinson, Yuzva Clement, Bell, Gheorghe, Shuttleworth, Espenschied and Kellum. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Jade Hutchinson, jade.hutchinson@mq.edu.au

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