Linda Schlegel
Linda Schlegel is a Research Fellow at PRIF's Research Department Transnational Politics and at modus Centre for Applied Research on Deradicalization. Her research focuses on gaming and (counter-)extremism, online radicalization, and narrative campaigns against extremism.
CV
| since 2023
Co-project leader in the RadiGame project
| since 2022
Member of the Expert Pool of the Radicalisation Awareness Networks (RAN)
| since 2021
Founding member of the Extremism and Gaming Research Network (EGRN)
| since 2021
Research fellow at the modus Centre for Applied Research on Deradicalisation
| 2021–2022
Senior researcher in a project on gaming and extremism at the United Nations Office of Counter-Terrorism (UNOCT)
| 2020–2023
Associate Fellow at PRIF
| 2020–2023
PhD student at Goethe University Frankfurt/M.
| 2020–2022
Associate fellow at the Global Network on Extremism and Technology (GNET)
| 2019–2020
Senior editor for The Counterterrorism Group
| 2018–2019
Specialist for counter-terrorism and conflict management at the Konrad-Adenauer-Stiftung
| 2016–2017
M.A. Extremism Studies at King's College London
| 2012–2015
B.A. Liberal Arts at University College Maastricht
Publications
- “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?
| 2022
Schlegel, Linda (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. DOI: 10.1080/17539153.2022.2089399 - Connecting, Competing, and Trolling: "User Types" in Digital Gamified Radicalization Processes
| 2021
Schlegel, Linda (2021): Connecting, Competing, and Trolling: "User Types" in Digital Gamified Radicalization Processes, Perspectives on Terrorism, 15: 4, 54-64.
Publication - Storytelling against extremism
| 2021
Schlegel, Linda (2021): Storytelling against extremism. How fiction could increase the persuasive impact of counter- and alternative narratives in P/CVE, Journal for Deradicalization, 27.
Publication - Jumanji Extremism? How games and gamification could facilitate radicalization processes
| 2020
Schlegel, Linda (2020): Jumanji Extremism? How games and gamification could facilitate radicalization processes, Journal for Deradicalization, 23.
Publication - “Yes, I can”: what is the role of perceived self-efficacy in violent online-radicalisation processes of “homegrown” terrorists?
| 2019
Schlegel, Linda (2019): “Yes, I can”: what is the role of perceived self-efficacy in violent online-radicalisation processes of “homegrown” terrorists?, Dynamics of Asymmetric Conflict, 13: 3. DOI: 10.1080/17467586.2019.1700539 - Fishermen or Swarm Dynamics? Should we understand jihadist online-radicalization as a top-down or bottom-up process?
| 2017
Baaken, Till; Schlegel, Linda (2017): Fishermen or Swarm Dynamics? Should we understand jihadist online-radicalization as a top-down or bottom-up process?, Journal for Deradicalization, 13, 178-212.
Publication
- Gesellschaftliche Widerstandsfähigkeit gegen Extremismus und Terrorismus
| 2022
Schlegel, Linda (2022): Gesellschaftliche Widerstandsfähigkeit gegen Extremismus und Terrorismus, in: Jost, Jannis; Krause, Joachim (eds), Jahrbuch Terrorismus, 9, 291–335. DOI: 10.3224/84742401.12
Publication
- Gaming and Extremism
| 2024
Kowert, Rahel; Schlegel, Linda (2024): Gaming and Extremism. The Radicalization of Digital Playgrounds, New York: Routledge. DOI: 10.4324/9781003388371
Publication
- Hate and Extremist Activities in the Video Game Sector
| 2024
Schlegel, Linda (2024): Hate and Extremist Activities in the Video Game Sector, in: European Audiovisual Observatory (eds), Legal challenges and market dynamics in the video game sector, Strasbourg: European Audiovisual Observatory, 135–145.
Publication - Pixel, Politik, Polemik – Digitale Gaming-Welten als politische und gesellschaftliche Diskursräume
| 2024
Schlegel, Linda; von Eyb, Johannes (2024): Pixel, Politik, Polemik – Digitale Gaming-Welten als politische und gesellschaftliche Diskursräume, PRIF Blog.
Publication - Streaming, Chatting, Modding: Eine Kurzexploration extremistischer Aktivitäten auf Gaming-und gaming-nahen Plattformen
| 2024
Winkler, Constantin; Wiegold, Lars; Schlegel, Linda; Jaskowski, Judith (2024): Streaming, Chatting, Modding: Eine Kurzexploration extremistischer Aktivitäten auf Gaming-und gaming-nahen Plattformen, Leibniz-Institut für Friedens- und Konfliktforschung (PRIF) Forschungsverbund RadiGaMe, Radikalisierung auf Online-Gaming-Plattformen und Messenger Diensten, Frankfurt/M.: Leibniz-Institut für Friedens- und Konfliktforschung (PRIF) Forschungsverbund RadiGaMe, Radikalisierung auf Online-Gaming-Plattformen und Messenger Diensten. DOI: 10.48809/radirep01
Publication - Countering the misuse of gaming-related content & spaces: Inspiring practices and opportunities for cooperation with tech companies
| 2022
Schlegel, Linda (2022): Countering the misuse of gaming-related content & spaces: Inspiring practices and opportunities for cooperation with tech companies, Brussels: EU Directorate-General for Migration and Home Affairs – Radicalisation Awareness Network.
Publication - Persuading with Fantasy: Why Digital P/CVE Narrative Campaigns May Benefit from Fictional Elements
| 2022
Schlegel, Linda (2022): Persuading with Fantasy: Why Digital P/CVE Narrative Campaigns May Benefit from Fictional Elements, Global Network on Extremism & Technology (GNET).
Publication - Examining the Intersection Between Gaming and Violent Extremism
| 2022
Schlegel, Linda; Amarasingam, Amarnath (2022): Examining the Intersection Between Gaming and Violent Extremism, United Nations Office of Counter-Terrorism: UN Counter-Terrorism Centre.
Publication - Mind the Gap: What We Do and Don’t Know About Gaming and Radicalization
| 2022
Schlegel, Linda (2022): Mind the Gap: What We Do and Don’t Know About Gaming and Radicalization, The Geopolitics.
Publication - Creating Digital Narrative Worlds: The Promises of Transmedia Storytelling for P/CVE Narrative Campaigns
| 2022
Schlegel, Linda (2022): Creating Digital Narrative Worlds: The Promises of Transmedia Storytelling for P/CVE Narrative Campaigns, Global Network on Extremism & Technology (GNET).
Publication - Into the Dungeon? Possibilities for Primary and Secondary Prevention on Gaming (-Adjacent) Platforms
| 2021
Schlegel, Linda (2021): Into the Dungeon? Possibilities for Primary and Secondary Prevention on Gaming (-Adjacent) Platforms, Global Network on Extremism & Technology (GNET).
Publication - Let’s Talk about Games, Baby: Extremist Use of Gaming (-Adjacent) Platforms
| 2021
Schlegel, Linda (2021): Let’s Talk about Games, Baby: Extremist Use of Gaming (-Adjacent) Platforms, Global Network on Extremism & Technology (GNET).
Publication - As You Like It: User Types in Digital Gamified Radicalization Processes
| 2021
Schlegel, Linda (2021): As You Like It: User Types in Digital Gamified Radicalization Processes, PRIF Blog.
Publication - Extremists’ use of gaming (adjacent) platforms
| 2021
Schlegel, Linda (2021): Extremists’ use of gaming (adjacent) platforms. Insights regarding primary and secondary prevention measures, Radicalisation Awareness Network.
Publication - A Bookstore, Not a Customized Page: Why We Need More Variety, Not More Tailoring in Digital Narrative Campaigns Against Extremism
| 2021
Schlegel, Linda (2021): A Bookstore, Not a Customized Page: Why We Need More Variety, Not More Tailoring in Digital Narrative Campaigns Against Extremism, European Eye on Radicalization (EER).
Publication - Competing, Connecting, Having Fun: How Gamification Could Make Extremist Content More Appealing
| 2021
Schlegel, Linda (2021): Competing, Connecting, Having Fun: How Gamification Could Make Extremist Content More Appealing, Global Network on Extremism & Technology (GNET).
Publication - Telling tales against the dark arts: How fictional storytelling could support narrative campaigns against extremism
| 2021
Schlegel, Linda (2021): Telling tales against the dark arts: How fictional storytelling could support narrative campaigns against extremism, PRIF Blog.
Publication - The Gamification of Violent Extremism & Lessons For P/CVE
| 2021
Schlegel, Linda (2021): The Gamification of Violent Extremism & Lessons For P/CVE, in: Radicalisation Awareness Network (eds): Radicalisation Awareness Network.
Publication - Let’s play prevention: Can P/CVE turn the tables on extremists’ use of gamification?
| 2021
Schlegel, Linda (2021): Let’s play prevention: Can P/CVE turn the tables on extremists’ use of gamification?, PRIF Blog.
Publication - Missing an epic story: Why we are struggling to counter extremists’ utopian narratives
| 2021
Schlegel, Linda (2021): Missing an epic story: Why we are struggling to counter extremists’ utopian narratives, PRIF Blog.
Publication - The Trouble with Influencing Others: Why Persuasion Partly Depends on the Individual
| 2021
Schlegel, Linda (2021): The Trouble with Influencing Others: Why Persuasion Partly Depends on the Individual, European Eye on Radicalization (EER).
Publication - Who Doesn’t Like a Good Story? Why Narratives Are Essential in Counter-extremism Efforts
| 2021
Schlegel, Linda (2021): Who Doesn’t Like a Good Story? Why Narratives Are Essential in Counter-extremism Efforts, The Geopolitics.
Publication - Of Challengers and Socialisers: How User Types Moderate the Appeal of Extremist Gamified Applications
| 2020
Schlegel, Linda (2020): Of Challengers and Socialisers: How User Types Moderate the Appeal of Extremist Gamified Applications, Global Nework on Extremism & Technology (GNET).
Publication - Online-Radikalisierung - Mythos oder Realität?
| 2018
Schlegel, Linda (2018): Online-Radikalisierung - Mythos oder Realität?, Analysen & Argumente: Terrorismusabwehr und innere Sicherheit.
Publication - Digital natives and online identity construction: How does the Internet facilitate radicalization?
| 2017
Schlegel, Linda (2017): Digital natives and online identity construction: How does the Internet facilitate radicalization?, Wissenschaft und Sicherheit.
Publication
- The Role of Gamification in Radicalization Processes
| 2021
Schlegel, Linda (2021): The Role of Gamification in Radicalization Processes, modus|zad (modus Zentrum für angewandte Deradikalisierungsforschung), Working Paper 1/2021.
Publication
Further Activities
| since 2022
Member of the expert pool of the Radicalisation Awareness Network (RAN)
| since 2021
Member of the Extremism and Gaming Research Network (EGRN)
| since 2021
Member of GIFCT Working Groups:
- 2021/2022: Positive Interventions & Strategic Communication
- 2022/2023: Blue Team Interventions
- 2024/2025: Gaming Community of Practice
- United Nations Office Of Counter-Terrorism: Research Launch on Examining the Intersection between Gaming and Violent Extremism. Further information.
- Radicalisation Awareness Network:
- November 2022: Countering the misuse of gaming-related content & spaces: Inspiring practices and opportunities for cooperation with tech companies. Further information.
- August 2021: Extremists’ use of gaming (adjacent) platforms: Insights regarding primary and secondary prevention measures. Further information.
- March 2021: The gamification of violent extremism & lessons for P/CVE. Further information.