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.