Prevention and Mitigation of Extremism in Games: A Neomaterialist Reflection on the Agency of Objects

  • Evelise Galvão de Carvalho UFBA

Resumo


Introduction: Digital games have become vulnerable to extremist propaganda yet offer prevention opportunities through their technological materiality. Games function as dynamic ecosystems formed by networks of human and non-human actors that directly impact player experiences. Objectives: This article investigates how technological elements in video games act as active agents in preventing and mitigating extremism, examining game materiality through a neomaterialist perspective that recognizes non-human agency in shaping player experiences. Methodology: This qualitative study combines systematic literature review, case analysis, and document examination. The research draws on neomaterialist theory (Latour, Barad, Bennett, Braidotti) and analyzes moderation mechanics in League of Legends, Valorant, Minecraft, Journey, and Overwatch. Results/Discussion: Analysis reveals object agency manifests through cooperative design mechanics, automated moderation systems, positive reinforcement tools, and AI-driven responses. However, reactive approaches often fail as companies implement post-problem solutions rather than preventive strategies from conception phases. Conclusions: The study proposes Safety by Design approaches integrating extremism prevention from early development stages, including inclusive design mechanics, AI-enhanced moderation, and distributed agency systems empowering players as prevention agents, demonstrating how object agency can create safer collaborative gaming environments.
Palavras-chave: Neomaterialism, Video Games, Extremism, Object Agency, Safety by Design, Materiality

Referências

Activision (2003) Call of Duty, Activision

AMARASINGAM A and KELLEY D (2024) "Hate and Extremism on Gaming Platforms: Insights from Surveys with the Gaming Community", In: Gaming and Extremism: The Radicalization of Digital Playgrounds, Edited by L. Schlegel and R. Kowert, Routledge, pages 110-129

APPERLY H T and JAYEMANE D (2017) "A Virada Material dos Game Studies", Revista do Programa de Pós-graduação em Comunicação, Universidade Federal de Juiz de Fora, 11(1), pages 1-24

BARAD K (2007) Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning, Duke University Press, Durham, NC

BENNETT J (2009) Vibrant Matter: A Political Ecology of Things, Duke University Press

Blizzard Entertainment (2016) Overwatch, Blizzard Entertainment

BRAIDOTTI R (2006) Posthuman, All Too Human: Towards a New Process Ontology, Polity Press/Blackwell, Cambridge, UK and Malden, MA

CARA D (2022) "Relatório O extremismo de direita entre adolescentes e jovens no Brasil: ataques às escolas e alternativas para a ação governamental", [link]

CARVALHO E, CARVALHO G E and FONTES F L (2022) "Jogando juntos e separados: As contribuições dos videogames durante a pandemia", In: XXII Encontro Nacional de Estudos Populacionais, ABEP

CARVALHO G E (2024) "Presentation on Game S Case Study", GamesCom LATAM Event

CARVALHO G E and ROCHA V G (2014) "Cyberbullying em jogos online – categorização dos conteúdos, levantamento nacional dos jogadores e perfil das vítimas", Master's Thesis, Universidade Tuiuti do Paraná

DE GROVE F, COUTYOIS C and LOOY J V (2015) "How to be a gamer! Exploring personal and social indicators of gamer identity", Journal of Computer-Mediated Communication, 20, pages 346-361

DELEUZE G and GUATTARI F (1992) O que é a filosofia?, Editora 34, Rio de Janeiro

Epic Games (2017) Fortnite, Epic Games

Firaxis Games (2016) Civilization VI, 2K Games

GASI F (2023) "Entrar no jogo digital – O videogame enquanto imersão, intimidade e afeto: os desdobramentos subjetivos de uma vivência simbólica", Doctoral Thesis, Pontifícia Universidade Católica de São Paulo

GLOBAL INTERNET FORUM TO COUNTER TERRORISM (2025) Prevent, Detect, and React: a framework for countering violent extremism on gaming surfaces, GIFCT

InnerSloth (2018) Among Us, InnerSloth

KILMER E and KOWERT R (2024) "Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry", Games and Culture, pages 1-23, DOI: 10.1177/15554120241265139

Kojima Productions (2019) Death Stranding, Sony Interactive Entertainment

KOWERT R, KILMER E and NEWHOUSE A (2024) "Taking it to the extreme: prevalence and nature of extremist sentiment in games", Frontiers in Psychology, 15, 1410620, DOI: 10.3389/fpsyg.2024.1410620

LAKHANI S (2021) "Video Gaming and (Violent) Extremism: An Exploration of the Current Landscape, Trends, and Threats", CIVIPOL, EUIF Technical Meeting on Video Gaming

LAKOMY M (2017) "Let's Play a Video Game: Jihadi Propaganda in the World of Electronic Entertainment", Studies in Conflict and Terrorism, 42, pages 1-20, DOI: 10.1080/1057610X.2017.1385903

LATOUR B (2012) Reagregando o social: uma introdução à teoria do ator-rede, Edufba

LEMOS A (2015) "Por um modo de existência do lúdico", Contracampo, Niterói, 32(2), pages 4-17, DOI: 10.22409/contracampo.v0i32.732

MENDES N (2024) "Gamergate: games e gamers contextualizados sob a lógica cultural do capitalismo tardio", Undergraduate Thesis, Universidade Federal do Rio Grande do Sul, Porto Alegre

Mojang Studios (2011) Minecraft, Microsoft Studios

Nintendo (2017) The Legend of Zelda: Breath of the Wild, Nintendo

PECKFORD A (2020) "Right Wing Extremism in a Video Game Community? A Qualitative Content Analysis Exploring the Discourse of the Reddit GamerGate Community r/KotakuInAction", In: A Closer Look in Unusual Times: Criminological Perspectives from Crim 862, pages 65-80

PGB (2024) "Pesquisa Game Brasil 2024", [link]

Riot Games (2009) League of Legends, Riot Games

Riot Games (2020) Valorant, Riot Games

Roblox Corporation (2006) Roblox, Roblox Corporation

Rockstar Games (2013) Grand Theft Auto V, Rockstar Games

Rockstar Games (2018) Red Dead Redemption 2, Rockstar Games

SCHLEGEL L (2022) "At least I tried, God damnit and Even a drop in the ocean is still more than nothing: In their own words, what motivates people to work in P/CVE?", Critical Studies on Terrorism, 15(4), pages 945-962, DOI: 10.1080/17539153.2022.2089399

SCHLEGEL L and KOWERT R (2024) Gaming and Extremism: The Radicalization of Digital Playgrounds, Routledge, DOI: 10.4324/9781003388371

Thatgamecompany (2012) Journey, Sony Computer Entertainment

Ubisoft (2007) Assassin's Creed, Ubisoft

Ubisoft (2024) Assassin's Creed Shadows, Ubisoft

Unknown Worlds Entertainment (2018) Subnautica, Unknown Worlds Entertainment

Valve Corporation (2020) Half-Life: Alyx, Valve Corporation

Valve Corporation (2023) Counter-Strike 2, Valve Corporation

WELLS G, ROMHANYI A, REITMAN J G, GARDNER R, SQUIRE K and STEINKUEHLER C (2024) "Right-wing extremism in mainstream games: A review of the literature", Games and Culture, 19(4), pages 469-492, DOI: 10.1177/15554120231167214
Publicado
30/09/2025
CARVALHO, Evelise Galvão de. Prevention and Mitigation of Extremism in Games: A Neomaterialist Reflection on the Agency of Objects. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 392-404. DOI: https://doi.org/10.5753/sbgames.2025.10266.