Linda Schlegel

Researcher

Linda Schlegel ist Researcher im Programmbereich Trans­nationale Politik und Research Fellow bei modus Zentrum für angewandte Deradikali­sierungs­forschung. Sie forscht zu Gaming und Extremis­mus(-präven­tion), Radikalisierungs­prozessen im digitalen Raum und Narrativ­kampagnen gegen Extremis­mus.

CV

| seit 2023
Co-Projekt­leiterin im Projekt RadiGaMe

| seit 2022
Mitglied im Expert*innen­pool des Radicali­sation Awareness Net­works (RAN)

| seit 2021
Gründungsmit­glied des Extremism and Gaming Research Network (EGRN)

| seit 2021
Wissenschaftliche Mit­arbeiterin bei modus Zentrum für ange­wandte Deradikali­sierungs­forschung

| 2021–2022
Leitende Forscherin in einem Projekt zu Gaming und Extremis­mus des United Nations Office of Counter-Terrorism (UNOCT)

| 2020–2023
Assoziierte Forscherin am PRIF (bis 2023 HSFK)

| 2020–2023
Promotionsstudentin an der Goethe-Universität Frankfurt/M.

| 2020–2022
Associate Fellow beim Global Net­work on Extremism and Techno­logy (GNET)

| 2019–2020
Senior Editor für The Counter­terrorism Group

| 2018–2019
Referentin für Terrorismus­abwehr und Konflikt­management bei der Konrad-Adenauer Stiftung

| 2016–2017
Master in Extremismus­forschung am King's College London

| 2012–2015
Bachelor in Liberal Arts am University College Maastricht

Publikationen

  • “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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • “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.
    Zur Publikation

  • 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
    Zur Publikation

  • Gaming and Extremism
    | 2024
    Kowert, Rahel; Schlegel, Linda (2024): Gaming and Extremism. The Radicalization of Digital Playgrounds, New York: Routledge. DOI: 10.4324/9781003388371
    Zur Publikation

  • Extremismus-Prävention im Gaming-Bereich
    | 2025
    Schlegel, Linda; Heider, Matthias; Ohlenforst, Vivienne (2025): Extremismus-Prävention im Gaming-Bereich. Ansätze, Chancen und Entwicklungsmöglichkeiten, RadiGaMe-Handreichung. DOI: 10.48809/radigamehandr
    Zur Publikation
  • Scouting Uneven Terrain: Challenges for Prevention and Counter-Extremism Practitioners in Digital Gaming Spaces
    | 2025
    Schlegel, Linda; Jaskowski, Judith (2025): Scouting Uneven Terrain: Challenges for Prevention and Counter-Extremism Practitioners in Digital Gaming Spaces, Global Network on Extremism and Technology .
    Zur Publikation
  • Herausforderungen für die Radikalisierungsprävention in digitalen Gaming-Räumen
    | 2024
    Jaskowski, Judith; Schlegel, Linda (2024): Herausforderungen für die Radikalisierungsprävention in digitalen Gaming-Räumen, in: Modus - Zentrum für angewandte Deradikalisierungsforschung (modus|zad) & Peace Research Institute Frankfurt (PRIF) (eds), Spotlight.
    Zur Publikation
  • Radicalisation through Gaming: The Role of Gendered Social Identity
    | 2024
    White, Jessica; Wallner, Claudia; Lamphere-Englund, Galen; Frankie, Love; Kowert, Rachel; Schlegel, Linda; Kingdon, Ashton; Phelan, Alexandra; Newhouse, Alex; Saiz, Gonzalo; Regeni, Petra (2024): Radicalisation through Gaming: The Role of Gendered Social Identity, Whitehall Report : RUSI.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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
    Zur Publikation
  • 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.
    Zur Publikation
  • 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).
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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).
    Zur Publikation
  • 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).
    Zur Publikation
  • 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).
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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).
    Zur Publikation
  • 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).
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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.
    Zur Publikation
  • 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).
    Zur Publikation
  • 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.
    Zur Publikation
  • 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).
    Zur Publikation
  • Online-Radikalisierung - Mythos oder Realität?
    | 2018
    Schlegel, Linda (2018): Online-Radikalisierung - Mythos oder Realität?, Analysen & Argumente: Terrorismusabwehr und innere Sicherheit.
    Zur Publikation
  • 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.
    Zur Publikation

  • 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.
    Zur Publikation

Weitere Tätigkeiten

| seit 2022
Mitglied im Expert*innen­pool des Radicali­sation Aware­ness Networks (RAN)

| seit 2021
Mitglied im Extremism and Gaming Research Network (EGRN)

| seit 2021
Mitglied in GIFCT Working Groups:

  • 2021/2022: Positive Inter­ventions & Stra­tegic Commu­nication
  • 2022/2023: Blue Team Inter­ventions
  • 2024/2025: Gaming Com­munity of Practice

  • Bellingcat Podcast (21. Juni 2024): Extremism in Gaming Spaces. Online.
  • Extremism and Gaming Research Net­work Launch (06. Oktober 2021). Online.

  • United Nations Office Of Counter-Terrorism: Research Launch on Examining the Inter­section between Gaming and Violent Extrem­ism. Weitere Informa­tionen.
  • Radicalisation Aware­ness Network:
    • November 2022. Countering the misuse of gaming-related con­tent & spaces: Inspiring practices and oppor­tunities for co­operation with tech com­panies. Weitere Informa­tionen.
    • August 2021. Extremists’ use of gaming (adjacent) platforms: Insights regarding primary and secondary pre­vention measures. Weitere Infor­mationen.
    • März 2021. The gamifi­cation of violent extre­mism & lessons for P/CVE. Weitere Informa­tionen.