MASARYK UNIVERSITY FACULTY OF SOCIAL STUDIES DEPARTMENT OF POLITOLOGY

Use of Video Games for Propagation of Extremism Bachelor thesis

Jan Běláč

Supervisor: Mgr. Jakub Drmola, PhD. UČO: 450 776 Security and Strategic Studies / International Relations Enrollment year: 2015/2016

Brno, 2018

Statement of Authorship I hereby declare that I am the sole author of this bachelor thesis “Use of Video Games for Propagation of Extremism” and that I have not used any sources other than those listed in the bibliography and identified as references.

In Brno, 15.05.2018 ______Jan Běláč

I would like to thank to supervisor of my bachelor thesis Mgr. Jakub Drmola, PhD. for his professional guidance, valuable advices and insights which allowed me to complete this thesis. I am also very grateful to members of my family for their support and encouragement during the time of my studies.

Anotace Video hry se v posledních letech stávají významným prvkem soudobé společnosti a kultury. Video hry jako specifické interaktivní médium neslouží pouze k pobavení, ale rovněž i k socializaci, výuce a sdělování názorů a myšlenek. Ačkoliv zájem o vědecké zkoumání video her narůstá, v oblasti bezpečnostních studií se stále jedná o okrajovou oblast zájmu. Cílem této práce je seznámit čtenáře s problematikou využívání video her jako nástroje propagandy. Hlavním obsahem práce jsou použité postupy a výsledky kvalitativní obsahové analýzy vybraných her, které vznikly za účelem propagace a šíření extrémistických názorů a ideologií. Rovněž jsou představeny možné budoucí perspektivy fenoménu zkoumaného v této práci.

Klíčová slova: bezpečnostní studia, extrémismus, kvalitativní obsahová analýza, propaganda, video hry

Abstract Video games are becoming important aspect of contemporary society and culture. Purpose of video games, as a specific interactive medium, is not only to entertain, but also to allow socialization, education and communication of ideas and opinions. Interest in scientific research of video games is on the rise, but in a field of security studies it is still fringe topic, however. Goal of this thesis is to introduce reader into issue of using video games as a tool of propaganda. Main topic of this thesis are procedures and results of qualitative content analysis of selected video games that were created for promotion and propagation of extreme opinions and ideologies. Arguments about future perspectives of researched phenomenon are also presented.

Keywords: extremism, qualitative content analysis, security studies, video games

Table of Contents Introduction ...... 7 1 Concept ...... 8

1.1 Objectives ...... 8 1.2 Structure ...... 8

2 Theory and methodology ...... 9

2.1 Definition of Extremism ...... 9 2.2 Content Analysis Framework ...... 10

2.2.1 Selection ...... 11 2.2.2 Topics of Interest ...... 12 2.2.3 Process of Analysis ...... 14

3 Analysis of Video Games Promoting Extremism ...... 15

3.1 Border Patrol ...... 15 3.2 Ethnic Cleansing ...... 17 3.3 Muslim Massacre ...... 20 3.4 Quest for Bush / Night of Bush Capturing...... 22 3.5 Raid Gaza! ...... 25 3.6 Summary ...... 27

4 Future of Video Games Promoting Extremism ...... 29 Conclusion ...... 31 Sources ...... 32 Annex ...... 38

Character count: 64 393

Introduction Since their origin in early 1980´s video games established themselves as a significant part of human culture and society worldwide. Today hundreds of millions of people play a wide variety of video games every day on different platforms raging from high performance desktop PCs to smart phones. Video games became integral part of contemporary world and are no longer matter of interest for only few dedicated fans and enthusiasts as it was few decades ago. Video game industry is one of the most fast growing global economic sectors today. Video games also reflect and are reflected upon by almost any aspect of human life. Possibilities of what content can be created and interacted with in video games are virtually limitless. It is therefore no surprise that video games became subject of interest to many scholars, researchers and experts from wide array of fields of scientific study. Security studies are no exception. However, security aspect of video games is not very well covered in scientific literature or in a form of actual research compared, for example, to behavioral, medical or economic issues studied in video games. Video games as a specific form of media can be and are also used to communicate, present and promote any ideas, views, positions and believes of other people, organizations or movements. Elaborate propaganda and promotion of extremist views, opinions, believes and ideologies using video games is something that can in future compete with or complement similar behavior that can be seen in social media. Due to the fact that most people seek primarily entertainment or want to socialize in video games players may be even more susceptible to negative influence present in virtual worlds. In this thesis its author wanted to contribute with some relevant content applicable in security studies concerning use of video games for promoting extremism. This thesis has two main objectives. Main goal is to present results of qualitative content analysis of selected video games that promote extremism to show how video games can be misused for malicious intents. Focus of this analysis was on the elements and the methods used to communicate extremist ideas and believes. Secondary objective was to outline implications and limitations of possible use of video games for promoting extremism in the future based on results of executed analysis.

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1 Concept 1.1 Objectives The purpose of this thesis is to present an argument that video games can be used for propagation and promotion of extremism as any other medium. Two research questions were formulated:

How is extremism promoted in already existing video games that were created for this purpose? What are the possible future implications for using video games for promoting extremism?

Main objective was to provide results of qualitative content analysis of selected video games that were identified as promoting extremism. Author had no ambition of presenting comprehensive comparative study nor to formulate any theory or hypothesis regarding researched issue. Goal was to present examples how can be extremism promoted in video games and that those games exist. Data were collected by author himself by playing selected video games. For analysis was used modified framework based on the results of explorative study conducted by researchers of Centre for Media culture and Communication technologies at Catholic University of Leuven. Secondary objective was to present arguments about possible future use of video games for promotion of extremism based on results of analysis and current state of video game industry. Possibility for future use of video games to promote extremism is affected by both positive (growing availability and affordability of resources and know how) and negative factors (norms within video games industry and significance of social media as a tool of propaganda) which are examined. 1.2 Structure Thesis is divided into three parts. At the beginning of chapter Theory and methodology definition of extremism used in this work is presented. In second part of this chapter methodology and process of conducting qualitative content analysis is explained. Second chapter presents results of qualitative content analysis of selected video games. Each analyzed game is presented in its separate section. At the end of this chapter is summary of the results of the analysis. Last chapter is dedicated to presenting arguments about possible future use of video games for promoting extremism based on results of analysis. List of used sources and annexes can be found in respective parts at the end of this work.

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2 Theory and methodology 2.1 Definition of Extremism “Extremism does not have objective or universally accepted definitions. At the same time, ‘extremism’ can be functionally objective on all levels – individual, group, society, nation and global – to the extent that social actors in their cultural environment construct their enemies as such.” (Kilp 2011: 9) Not only that there is no universally accepted definition of extremism there is also severe lack of functionally objective ones. Many official documents, research papers and journal articles focused on extremism do not provide any clear definitions or explanations what is exactly meant by the term ‘extremism’. Despite the lack of more common consensus it was still necessary to operate with definition that would allow to include as many extreme ideologies as possible. This definition needed also clear indicators by which could be promotion of extremism identified in analyzed games.

Merriam-Webster dictionary provides basic explanation of term ‘extremism’ as: “advocacy of extreme measures or views”. (Merriam-Webster n.d. a)

More specific definition can be found in conceptual document of British government Counter- Extremism Strategy released in 2015: “Extremism is the vocal or active opposition to our fundamental values, including democracy, the rule of law, individual liberty and the mutual respect and tolerance of different faiths and beliefs. We also regard calls for the death of members of our armed forces as extremist.” (HM Government 2015: 9)

Above cited definition clearly illustrates that when we want to determine what is extremism we must tie it to some values and principles from which views and believes of extremists do deviate. Definitions of extremism used in law tend to be more specific but are usually unique for each respective country based on its core values and judiciary system. For purposes of this work extremism is defined as an opposition to principles of democracy and universal human rights. Glossary on website of Counter Extremism Project presents the most suitable definition of extremism to draw from: “Extremism is the holding of extreme political or religious views, often advocating illegal, violent, or other forms of extreme behavior. Extremism is considered by many to be a

9 necessary condition of terrorism. In many cases, terrorist groups require their adherents to adopt extremist and intolerant worldviews in order to dehumanize, persecute, kill, or oppress dissidents and opponents. Often, the victims of extremism are political, religious, ethnic, and sexual minorities.” (Counter Extremism Project n.d.)

Based on above mentioned examples following concept of extremism was synthetized: Extremism is the holding of extreme political, ideological or religious views that are in contradiction to basic democratic principles and universal human rights. Extremists advocate illegal, violent and other forms of extreme behavior. Both violent and non-violent forms of extremism are considered equally dangerous and harmful. Extremist construct and view their opponents and enemies based on different religion, race, ethnicity, nationality and sexual orientation.

Author acknowledges that definition of extremism used for purposes of this work is susceptible to different interpretation based on different views and believes. What is considered by author as extremism can be viewed by other people (especially those with said extreme views) as normal or even positive.

2.2 Video Game Content Analysis Framework To provide answers for main research question author decided to perform qualitative content analysis of selected video games. Goal was to present specific examples how are extremist ideas presented in those games. Framework for this analysis was based on an explorative study conducted by researchers of Centre for Media culture and Communication technologies at Catholic University of Leuven. Results of this study were presented by Steven Malliet (2007) in online journal Game Studies. In his article Malliet presents methodology of qualitative content analysis designed specifically to conduct comprehensive study of video games. Main research goal of Malliet and his colleagues was to study in-game violent activities. As Malliet explains, used scheme for analysis could be modified to accommodate needs of different research goals. For purposes of this thesis same structure of scheme was adopted but criteria for selection of games, topics of interest and process of analysis were changed.

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2.2.1 Selection Selection process was divided into two phases – pre-selection and final selection. In pre-selection phase initial candidates for analysis were identified based on following criteria: • presence of violence in game – player (actor) is required to commit violent acts to finish the game or to achieve highest score • clear indications that primary purpose of game is to promote extremism (one or more criteria must have been met): ▪ game was developed and published to support individual, group or organization holding extremist ideas ▪ game recreates and justifies real-life based acts of extremist violence or acts of terrorism ▪ historical facts and events are twisted and changed in game in order to promote extremism and to present certain extremist ideologies and actions in better view ▪ game encourages and justifies hatred and acts of violence against real world subjects1 which are constructed and viewed as opponents and enemies by extremists (as described in used definition of extremism)

Due to the immense number of already released video games it was necessary to narrow down the pool of possible candidates. As sources were used lists of offensive and controversial video games posted online (Hester 2012; Moore 2016; Hayner 2017; Langshaw 2017), articles concerning individual games (McWhertor 2008; Peckham 2009; ADL 2012, 2013; Hudson 2016) and articles in scientific journals and publications (King and Leonard 2014: 126-132; Al-Rawi 2016). Most of the games considered in pre-selection did not pass due to lack of clear intent to promote and propagate extremist ideas. Many games are considered offensive because of presence of explicit gory violence and/or sexual themes. Although many reviewed games encourage players to commit brutal and horrifying acts of violence (Hatred, Manhunt series or Postal series) there is lack of any specific ideological motivation for violent behavior other than glorification violence itself. Controversial games with some presence of themes of extremism or terrorism with entertainment as their main purpose (Call of Duty: Modern Warfare 2 or Grand Theft Auto series) were also discontinued. Games made for purposes of

1 Those subjects can be abstracted or generalized for purposes of the game.

11 education, raising awareness of or trying to provide different perspective on various issues (Under Ash, Under Siege) were not selected either. It is important to note limitations to pre-selection. Large number of created video games together with time and resource constrains resulted in fact that by no means all possible candidates were reviewed. Language barrier needs to be also considered as a limiting factor (for both phases of selection). Fact that some games can be distributed only directly between extremists or within closed networks need to be also taken into account. Based on above listed criteria 11 video games made it to second phase of selection (see Pre-selection list in Annex). From these candidates, final selection was made based on following criteria: • it was possible to obtain copy of the game or the game could be played using internet browser • game was released on Windows OS platform • game was available in English language • game could be made to work on computer used for analysis

After second round of selection 5 games were chosen for analysis: Border Patrol, Ethnic Cleansing, Muslim Massacre, Quest for Bush/ Night of Bush Capturing and Raid Gaza!. Main two reasons for other pre-selected games not making it into final selection were unavailability and severe technical issues while trying to run those games. Author is aware of uneven distribution of promoted extremist ideas and believes among selected games. That some ideologies, considered to be of major importance, are not represented is result of inability of author to find any games promoting them based on set criteria for selection.

2.2.2 Topics of Interest After selecting satisfying candidates, it was necessary to outline topics of interest for analysis. As was already mentioned, structure of topics presented by Malliet (2007) in his article was used and modified to suit goals of this thesis. Main reason for adopting methodology used by Malliet and his team was because they approached qualitative content analysis as a complex process which takes into account interaction between player and game and also looks at technical aspects of the game. In most other media, information is communicated only one way, towards the recipient, whereas in video games there is and must be feedback from player. Topics of interest, as presented by Malliet, include both elements of representation and

12 simulation. Elements of representation focus on how is intended message and information communicated to player. Elements of simulation describe interactions of player with a game. Topics of interest chosen for analysis conducted for this thesis were following:

Elements of representation Audiovisual style This topic examines the audio-visual elements of the game and user interface. Focus was on audio (music and sounds) and visual (symbols, texts, images) elements used to promote extreme ideas or specific extremist groups and organizations. How are enemies and opponents portrayed in game. Explicitness and of detail of portrayal of violence was also examined. Narration and setting This topic looks at what style and type of narrative was used in game. If there are present any moral justifications or reasons for holding extreme ideas and for committing acts of violence based on those ideas. Complexity and quality of story presented by game was examined (if present). If there is avatar representing player present in game and how it is portrayed. What is the setting of the game world.

Elements of simulation Complexity of controls How complex are the game controls. What level of physical and mental activity is required to play the game and to complete it or to achieve desired goals in game. How accessible is game for player to learn how to play it and how to complete it (or achieve higher scores). Game goals and play style What are the goals of the game and how is the player rewarded to achieve them. What happens when player fails to complete game objectives, is defeated or loses the game. Possibility of different styles of play and what impact have these different approaches on gameplay and completing its objectives. How complex are game mechanisms. Difficulty of game was also evaluated. Balance between user input and pre-programmed rules This section addresses the issue of how much freedom of action players are granted, or in other words, to what degree players are obliged to follow a pre-programmed sequence of events, and to what degree they have the liberty to exercise an influence on the action that takes place.

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Technical properties of the game Evaluation of stability and performance of the game. Presence of bugs, errors or crashes which could ruin desired game purpose or cause that game could not be finished. Overall technical quality of game was observed with respect to available technologies and quality of other games of the same genre that were released at the same time as the analyzed game.

2.2.3 Process of Analysis Analysis was performed by author himself by playing selected games observing above listed topics of interest. Author is confident that he had sufficient experience in playing multiple genres of video games for examining all required aspects of selected games. Given this was qualitative study of interactive media, results of analysis come from interpretation of game content by author. That being said, author does acknowledge that some of his findings could be influenced by his experience and different results could be reported by other subjects performing same or similar analysis. Each game was shortly test played before analysis itself to establish basic sense of controls and play style. This was also done to verify that game content complies with selection criteria and desired goals of this thesis. Games were played on desktop PC with Windows 10 OS and hardware specifications that allow for smooth playing of contemporary most performance demanding games. For games where level of difficulty could be set, second easiest available was chosen. Graphics setting were set to maximum when possible. In games with multi-player present, only single-player play was analyzed. During testing author often paused the game, if possible, to make notes. To examine closely some topics of interest and to be able to take in-game images, video recording software was used. For games with definitive endings, at least two full playthroughs were made. For games with no clear end, where goal is to achieve highest score possible, at least five attempts were done. Author intentionally lost/got defeated several times to observe how is failure handled in each game.

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3 Analysis of Video Games Promoting Extremism 3.1 Border Patrol Border Patrol is web browser flash-based point and click shooter in which player shoots Mexican nationals that are trying to cross the US-Mexican border. Game supposedly first appeared online in 2002. (Silverstein 2006; Hester 2012) First mentions about the game in connection to its obviously racist content can be traced to 2006 in the context of nation-wide uproar about illegal immigration in the USA. (Silverstein 2006) New wave of controversy about Border Patrol risen again in 2009. (Donadic 2009; Mata 2010) That was mainly because of scandal around Georgia City Councilman John Dowdy. At that time Dowdy was sending e- mails around his office in which he recommended others to play Border Patrol claiming it was very funny and relaxing game. Shortly afterwards Dowdy was forced to resign. (Plunkett 2009) According to Slocum-Bradley (2016) origin of the game was traced to Temecula, California. Identity of creator/creators of the game could not be found nor any statements about the purpose of the game release. The game relies primarily on simple texts and on visual elements to promote racism and xenophobia. Graphics are cartoon like style and reasonably good looking. On title screen of the game (see Pic. 1.1 in Annex) is present following text: “THERE IS ONE SIMPLE OBJECTIVE TO THIS GAME, KEEP THEM OUT … AT ANY COST”. Name of the game on title screen is colored to match colors of Mexican national flag. There are also shown three types of Mexican nationals that are present in the game: ‘Mexican Nationalist’, ‘Drug Smuggler’ and ‘Breeder’. Those characters are portrayed using typical negative stereotypes about Mexicans used in popular culture. Each type in author´s opinion represents more specific fears and constructed justifications for hatred. ‘Mexican Nationalist’ – a man with beard and ammunition belt across his chest holding colt and waving Mexican flag. (see Pic. 1.2 in Annex) Of all three types of ‘immigrants’, specific meaning of presence of this character is most unclear. ‘Drug Smuggler’ – a man with sombrero with backpack full of marihuana leaves. (see Pic. 1.3 in Annex) This is self-explanatory reference to issue of drug trafficking across US- Mexican border. ‘Breeder’ – a pregnant woman dragging two children with her. (see Pic. 1.4 in Annex) Presence of this character is clear reinforcement of ideas about racial purity and fears of demographic changes. Topic of exploitation of social welfare system by immigrants is also present.

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There is no story present and any other narrative except objective stated on main screen. Player is not visualized in game. The game takes places in static map represented by desert with river running across. At the bottom of the map is sign with US national flag saying: “WELCOME TO THE UNITED STATES”. Stars normally present on US flag are replaced by Star of David. (see Pic. 1.5 in Annex) This could refer to believes that the USA are secretly run solely by Jews or just simply manifestation of anti-Semitic believes. Underneath the sing is another text: “WELFARE OFFICE”. This is another reference to perceived exploitation of social welfare system. Game play is straightforward. Immigrants are running across the screen and the player must shoot them. Player has unlimited ammo and there is no time limit. When immigrant is shoot, bloody animation appears and sound of scream is played. Given simple animation style, violence presented in game looks grotesque. Every time immigrant manages to escape negative score points are added and the player can hear happy cheer. Although game rules are simple, the game quite difficult. The game is very demanding in terms of need for strong focus and fast reaction to situation on screen. Every time player shoots, no matter if target is hit or not, speed of characters moving across the screen increases. After few consecutive shot some characters moved too fast to bee even registered by the author. Even after additional tries author was not able to achieve full score. Question is, if this high difficulty is deliberate or if it is flaw in design. If later is the case, high difficulty could serve purpose of keeping player try again and again trying to achieve full score. After certain number of immigrants manage to escape game is over and end screen appears. (see Pic. 1.6 in Annex) On the end screen final score is displayed as “You hit XX of 88 wetbacks…” followed by “ALRIGHT PACO, GOT A GREEN CARD?”. Use of symbolic number ‘88’ reinforces author´s opinion that game was clearly developed by someone endorsing REX and white supremacist believes.2 There is also web address “zine14.com” displayed in lower right corner of the end screen. Name of the website itself is yet another REX and racist reference. Word ‘zine’ is shorter version of word ‘zine3’ and ‘14’ is commonly used symbol for ‘14 words4’. Mentioned website is no longer available and no information can be found about its previous content.

2 “88 is a white supremacist numerical code for ‘Heil Hitler.’ H is the eighth letter of the alphabet, so 88 = HH = Heil Hitler.” (ADL 2017b) 3 “a magazine written by people who admire a sports team, musicians, etc., for other people with the same special interest” (Cambridge Dictionary n.d.) 4 “‘14 Words" is a reference to the most popular white supremacist slogan in the world: ‘We must secure the existence of our people and a future for white children.’” (ADL 2017a)

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Game runs smoothly and no technical issues were encountered during the analysis. Border Patrol is still available to play on various websites which host browser based games but it usually takes some time to find because it is being continuously banned at one website and then reuploaded on another. Border Patrol is simple made but surprisingly sophisticated in promoting REX ideology and racism.

3.2 Ethnic Cleansing Ethnic Cleansing is 3d first-person shooter video game made using Genesis3D engine released on 21 January 2002 (Martin Luther King Jr. Day5) for Windows OS by Resistance Records, publishing company of an American white supremacist group National Alliance. At the time of a release price was set to $14.88. Ethnic Cleansing is considered as one of the most controversial video games ever made. The game was specifically created for sole purpose of promotion REX and white supremacist ideologies. (Left 2002; ADL 2012) Ethnic Cleansing is no longer available for purchase. Retail price set at the time of the release is combination of two very common REX and white supremacist hate symbols – ‘14’ and ‘88’. (see Border Patrol chapter) Resistance Records website shows only main screen saying: “WE ARE BACK”, but any other content on website is missing. In Ethnic Cleansing player takes role of righteous white warrior which must take part in raging race war and stop the enemy – the Jews – from realizing their plan for world domination. The game uses both narrative and audio-visual elements for promotion of extremist ideas. In main menu player can view more information about the National Alliance. (see Pic. 2.1 in Annex) Game can be saved or loaded any time with no restrictions. There is no difficulty setting. As authors of the game are credited D. Bryan Ringer and Bob Hawthorne which are probably pseudonyms. There is also disclaimer in credits section saying “No Subhumans Were Harmed During the Making of This Video Game…” (sic). (see Pic. 2.2. in Annex) Main objective is to end race war by killing a leader of Jews. Player can supposedly choose to play as a kinsman6 or as a skinhead (ADL 2012) but no selection option was available during analysis. After examination of game files, assets for above mentioned characters were

5 Martin Luther King Jr. Day is an US holiday celebrating life and achievements of Martin Luther King Jr. H. Holiday is held every third Monday of January. (Berenson 2016) 6 Member of Ku Klux Klan.

17 found, however. Player is armed with an assault rifle capable of fully automatic fire. No reloading of a weapon is requited but ammunition is limited. To replenish ammunition player needs to pick up ammunition boxes that can be found in game. Restoring health of player character is done by picking up so-called ‘life runes7’. Life rune is also used by National Alliance as part of their logo. (see Pic. 2.3 in Annex) Health bar and ammunition count is displayed at the right top corner of the screen. On the left there is compass and simple radar. Compass is practically useless. The radar shows enemies (both dead and alive), ammunition boxes and life runes with same colors so it is very hard to navigate using the radar. When the player is killed he or she is automatically respawned at the beginning of level. Gameplay is simple and straightforward as in many FPS games. If person is familiar with playing FPS games there is no need for any learning how to play the game and even without any gaming skills it takes only few minutes to master the controls and understand game principles. Regarding controls should be noted, that for some reason developers did not use typical key mapping that was and still is common in most of FPS games. Key mapping can be changed in settings menu, however. AI8 of NPCs9 is very bad and there is lack of any advanced combat tactical behavior of enemies. If player is not in field of view of NPC he or she can just shoot at the target without any response. One big issue that negatively impacts gameplay is very limited rendering range. Game does not show any objects past certain distance. Main problem concerning this issue is that objects and enemies are present but not visible until player approaches closer to them and as a result player can be shot at without seeing by whom and from where. Game world consist of two levels – a ghetto and a subway. It is not specifically stated where the game exactly takes places but at the entrance to the subway there is sign welcoming to New York. During the loading of each level short cinematic clip is played giving basic information about background story and objectives. Player is told that the race war,

7 ‘Life Rune’ (from German Lebensrune) is an old pre-Roman European runic symbol used by Nazis in various contexts. Most profane use of this symbol was in the SS's Lebensborn project. (ADL 2017c) 8 “Artificial intelligence is an entity (or collective set of cooperative entities), able to receive inputs from the environment, interpret and learn from such inputs, and exhibit related and flexible behaviors and actions that help the entity achieve a particular goal or objective over a period of time.” (Faggella 2017) 9 Non-player character is a character in a video game that cannot be directly controlled by a player and is usually acting based on preprogrammed algorithms or its behavior is controlled by game´s AI. Interaction of a player with NPCs, most commonly by combat, is one of the core game mechanisms of all the video games.

18 accompanied by riots and murdering of innocent white people, was caused by the Jews trying to take control over the world with help from other ‘lesser’ races. In the ghetto level, player must find and kill gang leader called ‘Big Nig’ who controls detonator to a barricade, rigged with explosives, that blocks access to the subway level. After player succeeds in killing Big Nig and approaches detonator console, explosion is heard and player can go to the subway entrance and proceed to next level. Enemies in the ghetto level are members of ‘Negro’ and ‘Mestizo’ gangs. Those characters are African Americans and Latinos portrayed using negative stereotypes. ‘Negroes’ wearing shirts with signs like ‘NIGZ’ and some of them have Afro haircuts. (see Pic. 2.4 in Annex) When killed African Americans make ape or monkey like screech. Latinos wear ponchos and sombreros hats (see Pic. 2.5 in Annex) and when killed they say: “I need to take siesta”. In the ghetto level can be found secret room with excess of ammunition boxes and life runes. In this room there is also a television on which player can watch short propaganda movie clip by founder of the National Alliance William Luther Pierce. (see Pic. 2.6 in Annex) In this clip Pierce says that in order to take power, National Alliance needs more followers from the ranks of technically skilled people like engineers, programmers, IT technicians and also military officers and influential scholars. Through the ghetto level there are also National Alliance propaganda posters calling for resistance. (see Pic. 2.7 and 2.8 in Annex) In the subway level player must find ‘Jewish Control Center’ and kill the Jewish leader who became pure evil. Gameplay is same as in previous level only surroundings and enemies change. Most of the enemy characters encountered in this level are Jews portrayed in typical Haredi10 costumes. (see Pic. 2.9 in Annex) When killed, Jews make a spin and say, “Oy vey!”,11 before they land dead on the ground. After reaching Jewish Control Center and killing Jewish commanders in grey suits player can proceed to final dim lit chamber to fight the Jewish leader. The leader is big character with face of former Israeli Prime Minister Ariel Sharon holding a rocket launcher. (See Pic. 2.10 in Annex) This final part of the game is only somewhat challenging moment of the whole game. Player needs to use cover and replenish health and ammunition from boxes and life runes that can be found in smaller rooms surrounding the main

10 Haredim are considered as one of the most Orthodox Jewish denominations. Sometimes called as ‘ultra-Orthodox’ Jews. They are easily identifiable by wearing their typical unique clothing. (Weiss n.d.) 11 “‘Oy Vey’ - used to express dismay, frustration, or grief”. Comes from Yiddish and is often used by ethnical Jews. (Merriam-Webster n.d. b)

19 chamber. Player can end the game or chose to play again by stepping on one of the portals that appear in the room that becomes accessible after defeating the leader. Visualization of violence in Ethnic Cleansing is very mild with only few pixels that should resemble blood appear when player is shot or shoots the enemy. In author´s opinion this is more a result of limitations and mainly lack of skills of creators rather than an intention. Ethnic Cleansing is in all aspects, even for standards of year 2002, a terrible game. Gameplay is boring and game mechanics are too simple. Quality of graphics is very low and game looks ugly. Audio elements are a bit better but still under average. Soundtrack is comprised of only three tracks – two white power rock songs that play on loop in each level and one dark themed electronic track playing in the main menu. Game crashed to desktop many times during the analysis especially when new level was being loaded. Saving and loading the game sometimes did not work properly. Player movement was stuttered and getting stuck on some invisible obstacle was common thing. Limited rendering range as an issue affecting both gameplay and visuals was already mentioned. All negatives aside Ethnic Cleansing is a good example how almost all elements of video game can be used for promotion of extremism. But good audio-visual quality and entertaining gameplay are elements that ordinary player seeks and Ethnic Cleansing completely fails to deliver those.

3.3 Muslim Massacre Muslim Massacre is top-down shooter game released in January 2008 by member of SomethingAwful.com forums Eric ‘Sigvatr’ Vaughn. Sub-title of the game, ‘The Game of Modern Religious Genocide’, gives enough clear indication of game´s content. Player must take role of lone ‘American hero’ and get rid of all Muslim once and for all. (McWhertor 2008; Clarke 2008) At the time of its release, game caused a huge amount of controversy especially among members of British Muslim community. In September 2008 Mohammed Shafiq, chief executive of The Ramadhan Foundation, was cited in article by Matthew Moore (2008) for The Telegraph saying: “Encouraging children and young people in a game to kill Muslims is unacceptable, tasteless and deeply offensive.” In response to condemnation of the game Vaughn wrote on online forums following comments (Daily Mail 2008): “I think it's pretending to be legitimate commentary and I'm sure there will be lots of people who defend it on those grounds, but ultimately it's just a game where you blow the gently caress out of .” (sic)

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“Anyone is free to believe whatever they won't (sic) though, because I don't even know how to interpret it myself anymore. The bottom line is that I enjoyed making it and it's fun to play.” At the time of release Muslim Massacre was available for download free from website set up by Vaughn. (see Pic. 3.1 in Annex) Original website of the game was no longer available during the analysis but game can be still found and downloaded online on various file sharing websites. Game starts with intro movie showing fictive pages from newspapers accompanied by speech compiled from various speeches and statements of former US president George W. Bush. (see Pic. 3.2 in Annex) In this made up speech Bush identifies Islam and Muslims as the greatest threat for the United States and Western world calling for action to stop spread of Islam. In main menu player can view information about game controls and show highest achieved scores. (see Pic. 3.3 in Annex) No other options including setting game difficulty is available. There is no option to save or load the game. There are no story telling elements in game. The game mostly relies on unique audio-visual style, inspired by old action video games, and display of violence for promotion of hatred against Muslims. Player character strongly resembles of character John Rambo from Rambo movie series played by actor Silvester Stallone. Keyboard is used to control movement of player character and mouse to aim and shoot. Game controls and mechanics are easy to learn. Game is very demanding for concentration and it takes some time to master it, however. Gameplay is fast paced and action packed. Player must be moving and shooting at the same time during the whole game. Each level is static map of various appearances in which player must kill continuously spawning enemies until timer runs out. Player must avoid both physical contact with enemies but also shots fired at him or her. By default, player is armed with pistol with unlimited ammunition. Player has six lives total for the duration of whole game. After player´s health drops to zero one live is lost. Health can be restored by picking up first aid kits occasionally dropped by transport planes flying overhead. Transport planes also drop grenades and other special weapons such as shotgun, machine gun or rocket launcher. (see Pic. 3.4 in Annex) Those special weapons have limited ammunition a carry over to the next levels. Each level player starts with its health restored. There are multiple types of enemies which are portrayed, by using negative stereotypes, as Muslim Arabs. Unarmed men have dark skin color and beards and women wear burkas. As player progress through the game new types of enemies appear – several versions militants

21 with guns, suicide bombers and armed trucks. Game difficulty increases with each level completed. After level is completed player character waves American flag. There are two special levels in which player must defeat a boss in order to continue. First is boss is represented by caricature of Osama bin Laden and the second boss is supposed to be prophet Muhammad. (see Pic. 3.5 and 3.6 in Annex) In-game violence is intense but given visual style used it feels grotesque. After enemy is killed huge amount blood spills around the body. All blood textures and enemy bodies stay displayed for the duration of each level presenting gory picture after some time of playing. Explosions have visual impact on game environment leaving craters, blood and mutilated human remains all over the map. (see Pic. 3.4 in Annex) Game soundtrack is made by single continuously playing 8-bit style music track. Muslim Massacre is well crafted video game considering it is work of only one man. Due to the fact, that audio-visual style of old video games was used makes it impossible to compare to other games released in 2008. Some people just like this style and others do not. Gameplay wise game is reasonably entertaining with possibility for playing again after finished.

3.4 Quest for Bush / Night of Bush Capturing Quest for Bush / Night of Bush Capturing12 is first-person shooter game released for free in September 2006 by Global Islamic Media Front13. As a Jihadi fighter player must fight its way through American soldiers to find and kill former US president George W. Bush. Quest for Bush is basically modified game called Quest for Saddam which was released by Petrilla Entertainment in 2003. (CNN 2006; Vargas 2006) Quest for Bush did not cause much of a controversy when released in 2006. More attention game attracted surprisingly in 2008 when Iraqi American artist and professor at the School of the Art Institute of Chicago Wafaa Bilaal replaced main character by himself as a suicide bomber. Wafaa Bilaal then released his version of the game under name Virtual Jihadi. According to Bilaal it was his way to deal with death of his own brother in Iraq. Bilaal´s intention was to bring attention to how easily can be

12 Game can be found both by Quest for Bush or Night of Bush Capturing. Title Night of Bush Capturing is shown on main screen as a name of the game. Quest for Bush name was used in this thesis because it is shorter and more commonly used in media. 13 “The GIMF embraces a heterogeneous set of radicalized Muslims from many countries who channel their commitment to the global jihad by creating and disseminating propaganda materials glorifying terrorist violence and aiming to cause fear among enemy public opinion.” (Torres Soriano 2012: 770)

22 ordinary people turned into religious zealots willing to die in the Jihad. (Parkin 2008) Unfortunately it was not possible to obtain playable copy of Virtual Jihadi to compare it with Quest for Bush. What GIMF did is that they removed all English audio files from Quest for Saddam and replaced all texts and some models and graphics to promote radical Islamism and anti- American sentiment. Author suspects that Quest for Bush could have been made by only one person without almost any programming or game design skills and knowledge. Despite the fact, that GIMF practically stolen Quest for Saddam, author deemed proper to present results of analysis of the game as a whole and not only changes that made were made GIMF. Quest for Bush is fast-paced FPS game where player´s main objective is to advance through the game world to find and kill former US president George W. Bush. There are no dialogues or cutscenes present in-game. There is apparently no background story present or any explanation about who is player´s character and why he or she must or want to kill Bush. In this matter game depends more on audio-visual elements than on narrative ones. The main screen of the game feels like Halloween themed due to use of scary-like font for game´s name and added spiderweb together with full moon and faded pictures of Osama bin Laden and Abu Musab al-Zarqawi in the background. At the bottom of the screen is a collated picture of perceived enemies - Ayatollah Sistani, former US president George W. Bush, former British prime minister Tony Blair and king Abdullah II of Jordan. Reason for imaging both Bush and Blair as leaders of two main countries waging War on Terror at that time is obvious. Including Ayatollah Ali al-Sistani14 and king Abdullah II of Jordan15 among enemies of Jihad but also makes sense too. In the left bottom corner GIMF logo is displayed. (see Pic. 4.1 in Annex) Game world is made up by six consecutive levels. Game is presumably set somewhere in Iraqi desert (no changes were made by GIMF to landscape or environment of Quest for Saddam) and levels consist of combination of outdoors and indoors locations. Player must fight through military bases, bunkers and narrow valleys. By only renaming file names of in-game

14 Grand Ayatollah Ali al-Sistani is considered one of the most influential Shiite cleric in Iraq. Al- Sistani contributed to democratization of Iraq after US led invasion in 2003. He is also famous for helping easing tensions between Western armed forces and Shiite population in Iraq. (Otterman 2005; CNN 2017) 15 King Abdullah II of Jordan is important figure in fight against radical Islamism and terrorism. King Abdullah II also contributed to improvement of relations between and Jordan. Despite mutual differences Jordan is considered as one of the most important US allies in the Middle East. (Greenwood 2003; Ng 2015)

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3d assets GIMF managed to swap models of generic Arab-like militia with model of player from the original game and in effect replacing all enemies with soldiers resembling members of US military (see Pic. 4.2 in Annex) and player´s character becoming stereotypical Jihadi fighter. This swap applied also on default weapons. Player starts with weapon resembling Soviet-made AK-47 assault rifle capable of fully automatic fire (but the rate of fire is very slow compared to real AK-47). Another three types of weapons can be obtained through the game – semi-automatic shotgun, multi-barreled machine gun and grenade launcher. There is no need for reloading weapons but ammunition for all weapons is limited and can be replenished by picking up ammunition boxes specific for each type of weapon. Same applies for health which could be restored by picking up first aid kits. Red and white crosses usually used to mark first aid kids were, not surprisingly, removed in Quest for Bush. (see Pic. 4.3 in Annex) Some enemies also carry above mentioned special weapons. Middle of three available difficulty options was chosen for gameplay analysis. Game is not difficult to learn and everyone with at least some experience with playing FPS games should have no problem. At chosen difficulty enemies presented moderate threat. AI of NPCs can be evaluated as average. Enemies are capable of taking cover and will also pursuit player through the level if not eliminated. Explosive barrels are placed at some places in certain levels and can shot to explode to kill multiple enemies at once. In order to progress through the game player needs to find one or more colored keys in each level which unlock doors to other sections of levels. When player is killed he or she can be respawned at the beginning of current level but all progress in that level is lost together with all collected special weapons and ammunition. After respawn player has full health bar and maximum ammunition to his default weapon. If player runs out of ammunition, a boot can be used as a melee weapon capable of one-hit killing any enemy. Entrance into the bunker where George W. Bush is hiding is through a portable toilet. However, this entrance was already present in Quest for Saddam. (see Pic. 4.4 in Annex) Final fight with Bush happens at the bottom of the bunker. Bush is armed with semi-automatic shotgun which makes combat this close quarters combat more difficult not to mention that Bush has significantly more health than ordinary enemies. (see Pic. 4.5 in Annex) After successfully killing Bush sound of cheer is played and player can exit the game trough doors which opens after fight ends. Portrayal of violence in game is very decent. Only small splashes of crudely animated blood can be seen when NPC or player is hit. (see Pic. 4.6 in Annex) After enemy is killed it stumbles for a brief moment and then falls on the ground with no sound of scream or pool of blood underneath the body.

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Only significantly alternation of environment by GIMF was replacement of all portraits of Saddam Hussein by photos of George W. Bush, Tony Blair and Ayatollah Sistani. Those changes are most apparent in the first level where a statue of Saddam Hussein was also removed. (see Pic. 4.7 in Annex) Soundtrack of Quest for Bush is made by religious chants sung in Arabic are played during whole playthrough. Each level has its own unique chant played on loop. Those chants help to induce the right atmosphere of holy war against infidels. But hearing the same song over and over again in one level becomes annoying after some time. Audio-visual style and quality corresponds with similar games from year 2003 when original Quest for Saddam was released but compared to FPS games from 2006 its much worse. Even after modification by GIMF the game is stable and runs smooth. Only bugs encountered were that sometimes it was not possible to pick up certain ammunition boxes or first aid kits which was not game breaking. Load and save function worked without an issue. Quest for Bush is fine example how easily can be average pro-American shooter game turned into anti-American propaganda game that also promotes radical Islamism and endorses terrorist activities.

3.5 Raid Gaza! Raid Gaza! is web browser flash-based RTS game in which player takes role of anonymous Israeli military commander and must attack Gaza strip to stop missile strikes against Israeli territory. Raid Gaza! was supposedly created as a political satire of Israeli- Palestinian conflict with focus on high civilian Palestinian casualties caused by actions of Israeli military forces. Game was anonymously uploaded to user-contributed content website Newgrounds on 30 December 2008. (Šisler 2009) Soon after its release, Raid Gaza! stirred up debate about how well is it successful as a political satire and if it is even satire at all. The game was criticized for oversimplification of the whole Israeli-Palestinian issue and that it does poor job in communicating desired political opinion and getting attention to real issues of whole conflict. There were also questions whether people´s suffering should be turned into game. (Fahey 2008; Keith 2009; Peckham 2009) Šisler (2009) in his article quotes excerpt from interview with author of Raid Gaza! but this article is nowhere to be found by the time of writing this thesis. In the excerpt available supposed author of the game talks mostly about how long it took to make the game and not mentioning purpose of his game.

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In author´s opinion, Raid Gaza! is without any outside context hardly successful satire. The game itself is just plain simulator of killing and destruction of Gaza Strip. There are practically no hints that what is player asked to do is wrong. This is mainly due to fact that there is no solid background or story present and therefore, it promotes use of violence and terror against innocent people without any relevant justification. The plot of Raid Gaza! is that player must take role of Israeli military commander and launch full scale attack on Gaza Strip to stop Palestinians from launching Quassam rockets at Israeli town Sderot. First screen that appears after launching the game is quoting former Prime Minister of Israel Ehmud Olmert: “The parameters of a unilateral solution are to maximize number of Jews, and to minimize number of Palestinians.” (see Pic. 5.1 in Annex) Character giving orders to player also highly resembles Olmert. Player has five minutes to kill as many Palestinians as possible. Player has four building slots at which he can build headquarters, barracks, airfield and missile silo to be able to produce units and weapons - infantry, Merkava tanks, F-15I fighter jets, AH-64 Apache attack helicopters and guided missiles - to strike at Palestinians. Headquarters allow to invest money to speed up production of other buildings and to call for US aid in form of more money. After unit is built it starts automatically to attack Gaza Strip. Only tanks and infantry can be hit by rockets fired from Gaza. The game is easy to learn and to play. Style of play can vary only slightly base on what buildings will player build and what types of units will produce. General rule is that more expensive units do more damage. Whole gameplay very fast shrinks down to how fast can player click to produce units. There is lack of any deeper strategic or tactical choices. Player is limited by amount of money available but it is not much of a problem because funds can be acquired by asking for the USA help. The United States are shown to fully support Israeli aggression which is presented by short would-be funny messages from Americans encouraging Israelis. There is also US flag together with Israeli one at the headquarters building. (see Pic. 5.2 in Annex) The game does not differentiate between military personnel and civilians. There are just numbers of Palestinian and Israeli casualties. Aside from Israeli military units there are no other characters shown in game. Qassam rockets just launch from Gaza Strip which is represented by dense urban area. Raid Gaza! therefore indicates that there is no difference between radical militants and peaceful Palestinians. Player is even rewarded for destroying clearly civilian targets such as an UN school, a hospital or a police station. (see Pic. 5.3 in Annex)

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Portrayal of violence in Raid Gaza! is very mild. Mostly gradual destruction of buildings in Gaza is shown. Israeli infantry ends up in pool of blood after being killed and Merkava tanks explode into smoldering wreckages. These effects disappear after short time but destruction of Gaza Strip persists until time runs out. After five minutes game ends and screen with final score appears as ratio between killed Palestinians and Israelis. (see Pic. 5.4 in Annex) Game for comparison provides real- world data from year 2007 about ratio of casualties. Player then can submit his/her score and play again. Author tried twice to do nothing and just let time elapse. Any of Qassam rockets never hit Sderot and they always fall into empty fields. Only three Israeli casualties have been sustained. Game always start with already one Israeli casualty and another two are randomly added during the playthrough. These casualties appear with no direct connection to rocket falling on the ground. On the final screen there is also reminder to remember what player learned during playing the game. (see Pic. 5.5 in Annex) This is confusing. What was the lesson that player should take from this game? If purpose of Raid Gaza! was to criticize that Israeli armed forces inflicting too many Palestinian civilian casualties, the game fails in that. Instead player is told that to save Israeli lives he or she must kill as many Palestinians as possible. Game graphics are simple but still relatively good looking. Sound effects are under average. No bugs or errors were encountered during playing. Raid Gaza! could be played on any device with internet connection capable of running Adobe Flash Player in internet browser. The game is still available to play directly at Newgrounds website and it is also hosted on many other sites with flash-based content.

3.6 Summary As was already stated at the beginning of this thesis author had no aspirations in formulating any hypothesis or theory regarding the subject of use of video games for promotion of extremist ideas. Nor any generalization based on results of analysis is objectively possible. That does not mean that there cannot be any conclusions drawn based on the results, however. Author was able identify many similarities shared by all or at least some analyzed games regardless of promoted ideology or specific game genre. Border Patrol and Ethnic Cleansing promote xenophobia, REX and white supremacist ideas. Quest for Bush is anti-American game endorsing radical Islamism and terrorism. Main theme of Muslim Massacre is hatred against Muslims and Islam. Raid Gaza! as failed attempt

27 for political satire glorifies use of military force against civilians (which could be considered as a terrorism) and promotes mutual hatred between Israelis and Palestinians. All games rely more on use of audio-visual elements to promote extremist ideas and believes rather than narrative ones. Use of symbols representing particular ideologies together with portraying perceived enemies using negative stereotypes is common theme. Audio-visual and technical quality of games is average at best compared to other production at the time of their release. None of the games, especially FPS, cannot be even considered to be compared to contemporary video games in this matter. This is result of multiple factors. Analyzed games were all released during the previous decade with newest game being almost ten years old. Advancements in technology and increasing affordability of more efficient gaming platforms over the last ten years made possible to push limits of both game mechanics and audio-visual properties of video games to whole new levels. There are many old video games that are still considered to be very good even today. But that is mainly thanks to their unique and original style and/or gameplay and that is something that analyzed games do not have. Another reason for poor quality of selected games is obvious lack of resources (money, time and manpower) invested in developing them. Only exception is Muslim Massacre but despite its above average production qualities the game is nothing unique in terms of gameplay and audio-visual style. All games are variations of action genre with focus on combat and violence as main elements of gameplay. Very mild depiction of violence in Ethnic Cleansing and Quest for Bush is apparently result of game engine limitations and insufficient programming skills of developers rather than intentional game design. It is on player to decide to what extent he or she considers display of violence in Border Patrol and Muslim Massacre excessive. In author´s opinion portrayal of violence and gore in both games fits well into their design and helps reinforce their desired purpose. Case of visualization of violence in Raid Gaza! is more enigmatic. It is hard to tell if it is limited on purpose or not. All games work surprisingly well with sound effects and soundtracks to set the right theme and atmosphere. Albeit there is lack of diversity and sound is often of poor quality. Games are overall too short and there is very little incentive for wanting to play them again once finished. Gameplay and game mechanics are simple which allows for almost anyone to learn how to play them. But author seriously doubts that many people would really enjoy playing those games even persons holding extreme ideas and believes that those games promote. When released all games caused their share of controversy and received some public attention. But any significant impact, both positive or negative, is highly debatable especially

28 in the long term. Fact that it is hard to obtain copies or find website hosting web browser based games is some indication of their possible popularity. Considering results of analysis and available information from open sources, author is of that opinion that development of any of selected games was taken much seriously. But there is still unfulfilled potential and analysis shown that use of video games to promote extremist ideas is viable option. It seems, at least for now, that video games developed with specific purpose of promotion of extremist ideas and believes were unique phenomenon of first decade of 21st century. Which is good thing for efforts to try limit and stop spread of extremism. In the next part of this thesis author provides few arguments that this type of games might return in the future.

4 Future of Video Games Promoting Extremism In this last chapter author presents arguments that despite video games made primarily as a tool of propaganda for extremist ideologies seems to have been unique phenomenon limited in certain span of time this type of games can resurface again in the future. But it must be admitted that as of now it is highly unlikely for this type of the game to be created and have success any time soon. Based on results of executed analysis author sees main issue in low production qualities of selected games. It is not guaranteed that if those games would look better, provided more content and had sophisticated game mechanics they will get more attention, but it would give them a least chance to compete with other games. Limits of available technology and knowledge to produce video games of high quality are now significantly reduced. There is wide array of free or reasonably affordable game engines and other creator tools available today. (New York Film Academy 20017; Instabug 2017; World of Level Design 2018) Freely accessible knowledge base about all aspects of video game development is growing continuously. Video game design is also becoming established field of study at colleges and universities all around the world. (The Best Schools n.d.) Money does not present such big issue given abundance of above mentioned free resources. Successful use of crowdfunding platforms for extremist game is highly unlikely due to the terms of use which mostly prohibit fund raising for such controversial purposes. Direct donations are more feasible solution but they would also attract possibly unwanted attention. Sponsorship by interested parties, movements and organization holding extremist ideas is also an option.

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Most problematic part of whole development cycle is publishing the game. Game that would openly promote extremism has almost no chance to get through pipeline of any major publishing platform. This is certain for all game consoles of companies such as Microsoft, Sony or Nintendo. There is practically no way how to publish game on game consoles without appropriate agreement from above mentioned companies. Similar obstacles apply to releasing the game on mobile platforms. Not to mention more complicated process of game optimization for different devices and multiple versions of mobile operating systems. Only option of releasing game, especially with limited budget, is on PC. Game would have to be released independently by developers of the game using their own websites or file hosting services. Same as with gaming consoles, no major publishing platform or publisher would with high certainty risk even considering participating on release of game propagating extremism. Successful release would certainly attract attention of public, groups that being targeted as enemies and also authorities. Best case scenario, creators of the game would probably have to constantly reupload game files on different web sites as there would be most certainly attempts to shut down sources of the game or even cyberattacks targeted at those sites. Authors, if identified, could be also targets of hate and threats. Not to mention facing possible criminal charges based on the laws of resident´s country and content of video game created. In author´s opinion, the biggest factor having role in current lack of video games promoting extremism are social media. Developing a video game simply requires too much effort compared to use of social media to promote extremism. Ease of use, wide reach, ability to spread information almost instantaneously and multi-platform access is much more suitable for propaganda than tedious process of creating the video game. But it would be wrong to dismiss the concept of using video games for promotion of extremism. Video games have ability to engage more human senses and create higher level of immersion that any other medium so far. There might come time in the future when video games become desirable tool of propaganda especially with spread of virtual reality technology. Security studies should not neglect this issue. On the bright side, video games could be also used to combat extremism.

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Conclusion Both goals of this thesis were achieved but chosen topic would surely deserve more detailed and focused research. Author acknowledges that presented analysis is far from comprehensive and it would be advisable to design and perform more sophisticated study in the future. Study of such complex medium as video game is difficult especially when ludology research is only at its beginning. This will surely change in the future with growing interest in interactive digital entertainment. Video games and virtual simulators are, to some extent, already used for education and training purposes. Elements used in video games for promotion of extremism were identified and described. Analyzed games used primarily audio-visual elements for promotion of extremism. However, effectiveness of this approach is diminished by poor technical quality of researched video games and lack of content and more complex game mechanism. It is interesting to note almost complete lack of any storytelling. Presence of good sophisticated storytelling in action shooter games is not very common. This is understandable because core of gameplay lies on action in those games. But there are plenty of examples how even action game can present complex and highly immersive storyline. Actual effectiveness of video games in promoting extremism is question very hard to answer if even possible. Complex research framework would have to be constructed followed by extensive study and data gathering. Lack and unreliability of data available is most probably one of the biggest obstacles for this hypothetical research. Analysis also provided some insight into possible future use of video games for propagating extremism. Emergence of video games promoting extremism during first decade of 21st century seems like one-time phenomenon. Even with more available and affordable resources for creating video games today is not likely that we will see many of similar extremism propaganda video games in the near future. Social media as a means of spreading extremist propaganda are simply easier, cheaper and faster to use. Rising interest in console and mobile gaming presents obstacles for releasing of extremist video games because of strict admission rules. Growing standards in overall quality of video games and demand for new ideas and complex game mechanisms also present challenge for all video game developers around the world. However, idea of use of video games for propaganda should not be dismissed as dead end. On the contrary. Researchers in security studies should try to get to know more about phenomenon of video games to be prepared for the possible future challenges.

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36

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37

Annex

Pre-selection List Border Patrol Ethnic Cleansing Left Behind: Eternal Forces Muslim Mali Muslim Massacre Quest for Bush Raid Gaza! Special Force Special Force 2 White Law Zog´s Nightmare 2

Abbreviations ADL Anti-Defamation League AI Artificial Intelligence FPS First-person Shooter LEX Left-wing Extremism NPC Non-player Character REX Right-wing Extremism RPG Role-Playing Game RTS Real-time Strategy SS Schutzstaffel

Pictures

Pic 1.1: Border Patrol – Title screen. Source: Border Patrol, taken by author.

Pic 1.2: Border Patrol – ‘Mexican Nationalist’. Pic 1.3: Border Patrol – ‘Drug Smuggler’. Source: Border Patrol, taken by author. Source: Border Patrol, taken by author.

Pic 1.4: Border Patrol – ‘Breeder’. Source: Border Patrol, taken by author.

Pic 1.5: Border Patrol – Gameplay. Source: Border Patrol, taken by author.

Pic 1.6: Border Patrol – End screen. Source: Border Patrol, taken by author.

Pic 2.1: Ethnic Cleansing – National Alliance. Source: Ethnic Cleansing, taken by author.

Pic 2.2: Ethnic Cleansing – Credits. Source: Ethnic Cleansing, taken by author.

Pic 2.3: Ethnic Cleansing – Life Rune. Source: Ethnic Cleansing, taken by author.

Pic 2.4: Ethnic Cleansing – ‘Negro’. Pic 2.5: Ethnic Cleansing – ‘Mestizo’. Source: Ethnic Cleansing, taken by author. Source: Ethnic Cleansing, taken by author.

Pic 2.6: Ethnic Cleansing – Propaganda movie clip. Source: Ethnic Cleansing, taken by author.

Pic 2.7: Ethnic Cleansing – Propaganda poster 1. Source: Ethnic Cleansing, taken by author.

Pic 2.8: Ethnic Cleansing – Propaganda poster 2. Pic 2.9: Ethnic Cleansing – ‘Jew’. Source: Ethnic Cleansing, taken by author. Source: Ethnic Cleansing, taken by author.

Pic 2.10: Ethnic Cleansing – ‘Jewish commander’. Source: Ethnic Cleansing, taken by author.

Pic 3.1: Muslim Massacre – Official website.

Source: https://static.giantbomb.com/uploads/original/13/134310/1887635- muslimmassacre.jpg

Pic 3.2: Muslim Massacre – Intro movie. Source: Muslim Massacre, taken by author.

Pic 3.3: Muslim Massacre – Main menu. Source: Muslim Massacre, taken by author.

Pic 3.4: Muslim Massacre – Gameplay. Source: Muslim Massacre, taken by author.

Pic 3.5: Muslim Massacre – ‘Osama bin Laden’. Source: https://secure.i.telegraph.co.uk/multimedia/archive/00863/game2_863031a.jpg

Pic 3.6: Muslim Massacre – ‘Prophet Muhammad’. Source: http://www.mobygames.com/images/shots/l/319636-muslim-massacre-windows- screenshot-muhammad-is-the-second.jpg

Pic 4.1: Quest for Bush – Main menu. Source: Quest for Bush, taken by author.

Pic 4.2: Quest for Bush – ‘US soldiers’. Source: Quest for Bush, taken by author.

Pic 4.3: Quest for Bush – First Aid Kit without red cross. Source: Quest for Bush, taken by author.

Pic 4.4: Quest for Bush – Entrance to the secret bunker. Source: Quest for Bush, taken by author.

Pic 4.5: Quest for Bush – ‘George W. Bush’. Source: Quest for Bush, taken by author.

Pic 4.6: Quest for Bush – Portrayal of violence. Source: Quest for Bush, taken by author.

Pic 4.7: Quest for Bush – Replaced portraits. Source: Quest for Bush, taken by author.

Pic 5.1: Raid Gaza! – Ehud Olmert quote. Source: Raid Gaza!, taken by author.

Pic 5.2: Raid Gaza! – Call for US aid. Source: Raid Gaza!, taken by author.

Pic 5.4: Raid Gaza! – “UN SCHOOL HIT!”. Source: Raid Gaza!, taken by author.

Pic 5.5: Raid Gaza! – Final score screen. Source: Raid Gaza!, taken by author.

Pic 5.6: Raid Gaza! – End screen. Source: Raid Gaza!, taken by author.