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Extremism and Gaming Research Network

Home of the Extremism and Gaming Research Network (EGRN)

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Authority
46 reach 0 · trust 10 · quality 21 · freshness 15
Tier
listed
llms.txt
https://extremismandgaming.org/llms.txt
Sections
5
Links
30
Size
12392 bytes
Registered
2021-09-10
Country
— Publisher location unknown; CDN address excluded
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No published address evidence collected yet
Categories
Gaming
For agents
Documentation: developer or product docs worth reading, nothing to call
First seen
2026-10-26T05:28:19.174Z
Last checked
2026-10-26T05:28:23.228Z
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Their llms.txt

The beginning of the file, from our validated copy saved 2026-10-26T05:28:19.178Z. Cached copy · Source on extremismandgaming.org

# Extremism and Gaming Research Network

> Home of the Extremism and Gaming Research Network (EGRN)

> Generated by All in One SEO v5.0.4, this is an llms.txt file, used by LLMs to index the site.

## Sitemaps

- [XML Sitemap](https://extremismandgaming.org/sitemap.xml): Contains all public & indexable URLs for this website.

## Posts

- [New EGRN-GNET Report: 30 Years of Trends in Terrorist and Extremist Games](https://extremismandgaming.org/new-egrn-gnet-report-30-years-of-trends-in-terrorist-and-extremist-games/): Violent extremist, terrorist, and targeted hate actors have been actively exploiting video games to propagandise, recruit and fundraise for more than 30 years. This report presents an analysis of that history using a unique dataset, the Extremist and Terrorist Games Database (ETGD), developed by the authors. It contains 155 reviewed entries of standalone games, modifications for
- [Gaming the System: The Use of Gaming-Adjacent Communication, Game and Mod Platforms by Extremist Actors](https://extremismandgaming.org/gaming-the-system-the-use-of-gaming-adjacent-communication-game-and-mod-platforms-by-extremist-actors/): Introduction Since the live-streamed racist and antisemitic attacks in Christchurch, New Zealand, and Halle, Germany, in 2019 and details of the perpetrators’ profiles on gaming platforms became known, a discussion about the use of gaming platforms and content by extremist actors has intensified. However, despite this increased interest, reliable research results about the field are
- [Camera, Action, Play: An Exploration of Extremist Activity on Video- and Livestreaming Platforms](https://extremismandgaming.org/camera-action-play-an-exploration-of-extremist-activity-on-video-and-livestreaming-platforms/): Introduction Since the livestreamed attacks in Christchurch, Halle and the US Capitol Building, streaming platforms have become a topic of interest for radicalisation studies and efforts to prevent and counter (violent) extremism (P/CVE). These livestreamed acts of violence are just the tip of a barely explored iceberg of extremist activities on streaming platforms. While existing
- [More than Sports: Building Resilience against Extremism in Esports](https://extremismandgaming.org/more-than-sports-building-resilience-against-extremism-in-esports/): In a world where young people spend most of their time online, gamers are at risk of encountering radicalizing content more often than others. The United States Esports Association has taken up the challenge of addressing these issues through competency-building initiatives aimed at combatting violent extremism. Read on to find out more about the potential risks of esports and the Association's innovative solutions.
- [Preventing Extremist Violence Using Existing Content Moderation Tools](https://extremismandgaming.org/preventing-extremist-violence-using-existing-content-moderation-tools/): Accurate content moderation can save lives by acting as an early warning system abou
…

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