Adam Lankford
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
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 |
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