当数字和物理世界结合:暴力极端主义的虚拟世界和游戏化

Suraj Lakhani
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引用次数: 0

摘要

从新纳粹分子早期采用的公告板系统(Bulletin Board system),到伊斯兰国(Islamic State)最近大量使用社交媒体平台,恐怖主义研究的一个普遍共识是,暴力极端分子往往是新兴技术的早期采用者。这些团体、组织和网络已经展示了对这些数字空间的创新使用,用于招募、协调、社区建设、攻击计划、宣传传播和其他目的。在研究这些现象的同时,探索未来的趋势也很重要;特别是因为调查结果和建议可以确保相关利益攸关方意识到并开始为新出现的威胁做好准备。本文考虑了暴力极端分子对Web 3.0的潜在利用,特别是对虚拟世界的利用,并探讨了在这些空间内进行邪恶活动的可能机会。有一个特别的焦点是在虚拟世界中暴力极端主义的游戏化。暴力极端主义的游戏化——这引起了越来越多的恐怖主义从业者的普遍关注。尽管由于其概念化和发展的早期阶段,很难准确预测暴力极端分子将如何利用、利用和滥用虚拟世界和相关技术,但有可能根据过去的趋势和当前的例子提出假设,证明操纵类似虚拟世界方面的在线空间。事实上,虚拟世界中暴力极端主义的游戏化方面很可能与当前的威胁有明显的重叠,但只是利用新兴技术,并在发展和更具沉浸感的在线空间中发生。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
When Digital and Physical World Combine: The Metaverse and Gamification of Violent Extremism
From early Bulletin Board Systems adopted by neo-Nazis to the Islamic State’s more recent prolific use of social media platforms, an aspect of terrorism studies that is generally agreed upon is that violent extremists are often early adopters of emerging technologies. These groups, organisations, and networks have demonstrated innovative uses of these digital spaces, harnessed for recruitment, coordination, community building, attack planning, propaganda dissemination, and other purposes. Alongside studying these phenomena, it is important to explore where future trends lie; particularly as findings and recommendations can ensure that relevant stakeholders are aware of and can begin to prepare for emerging threats. This paper considers the potential exploitation of Web 3.0, specifically the metaverse, by violent extremists and explores conceivable opportunities to undertake nefarious activities within these spaces. There is a particular focus on the gamification of violent extremism in the metaverse, an issue—i.e. the gamification of violent extremism—that is causing increasing concern to terrorism practitioners more generally. Although it is difficult to predict exactly how violent extremists will utilise, exploit, and misuse the metaverse and related technologies due to the early stage of its conceptualisation and development, it is possible to develop hypotheses based on past trends and current examples demonstrating manipulation of online spaces that resemble aspects of the metaverse. In fact, aspects of the gamification of violent extremism in the metaverse may well have distinct overlaps with current threats, but simply utilise emerging technologies and take place within developing and more immersive online spaces.
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