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The Gamification of Mass Violence: Social Factors, Video Game Influence, and Attack Presentation in the Christchurch Mass Shooting and Its Copycats

Lankford, Adam; Allely, Clare S; Mclaren, Sonya A

Authors

Adam Lankford

Sonya A Mclaren



Abstract

For this study, we closely analyzed the Christchurch shooter and
seven copycats to learn how gamification can lead vulnerable individuals to commit mass violence. Findings suggest BT and the copycats were similar in demographics and ideology, their social isolation in the physical world, the video game influences on their radicalization and attacks, and the specific ways they engaged in gamification. However, there were substantial differences between these attackers and typical video game players. Overall, perpetrators’ social needs appeared to be a major driving factor, but their attacks did not occur until after gaming and online extremism failed to satiate them.

Journal Article Type Article
Acceptance Date Sep 30, 2024
Online Publication Date Oct 13, 2024
Deposit Date Oct 20, 2024
Journal Studies in Conflict & Terrorism
Print ISSN 1057-610X
Electronic ISSN 1521-0731
Publisher Routledge
Peer Reviewed Peer Reviewed
DOI https://doi.org/10.1080/1057610x.2024.2413184