Handbook Gaming & Right-Wing Extremism

Cover of the handbook. Six hands point towards a gaming console. Under the picture the names of the editors and the book's name are written.

New anthology examines the connection between right-wing extremism and gaming

Since the attacks in Halle (Saale) and Christ­church, New Zealand, in 2019, the connec­tion between right-wing extre­mism and gaming has been inten­sely debated. Organi­zations world­wide are seeking answers to how real this influ­ence is. It is beco­ming increa­singly clear that the influ­ence of right-wing extre­mism in and on gaming does indeed exist and requires well-founded, critical analysis—though without alarmism.

The new antho­logy “Handbuch Gaming & Rechts­extremismus” (Handbook Gaming & Right-Wing Extremism) brings together leading figures from research, education, and prevention work for the first time in an acces­sible reference work. The editors Aurelia Bran­denburg, Linda Schlegel, and Felix Zimmer­mann will present the hand­book at a digital book launch (in German) on July 24, 2025.

The right-wing terrorist attack in Halle (Saale) in October 2019 sparked a debate in the German-speaking world about the signifi­cance and responsi­bility of gaming in acts of violence. Is this just a new media panic, or is there indeed a connec­tion between right-wing extre­mism and gaming? This question is being exa­mined by numerous organiza­tions world­wide. It is evident that the influ­ence of right-wing extre­mism in gaming is real. However, gaming cultures are too diverse to make swee­ping state­ments. Addi­tionally, right-wing extre­mism as a pheno­menon is too complex to comprehen­sively capture its influ­ence on gaming.

The hand­book provi­des an overview of various, some­times contro­versially discussed approa­ches and positions, combi­ning the current state of research with in­sights from practical work. In 30 inter­disci­plinary, accessible over­view articles, the authors address four key questions:

  • What condi­tions make gaming suscep­tible to right-wing extre­mist influence?
  • Where do far-right attitudes become visible in gaming?
  • What pro­cesses of right-wing extre­mism, up to radica­lization and terrorism, can be obser­ved in gaming commu­nities?
  • What ways out of the pre­sence of right-wing extre­mism in gaming exist?

Authors are, among others, Constantin Winkler, Lars Wiegold, Linda Schlegel and Julian Junk.

Ten project presen­tations from the fields of histo­rical-politi­cal education and radica­lization preven­tion also exem­plify how games can be used to advo­cate for a tole­rant and diverse society.

The book is released today, July 14, 2025, and is now avail­able at the Federal Agency for Civic Education (in German). It is also avail­able free of charge as pdf and ePub.