Fair Observer

Radicalization and the Role of Video Games

The audience for video games is massive. According to Nielsen, 82% of global consumers either played video games or watched content related to them in 2020 — a trend accelerated by the COVID-19 pandemic. The Fusion of Polish Nationalist Groups...

Radicalization in a Historical Context

The audience for video games is massive. According to Nielsen, 82% of global consumers either played video games or watched content related to them in 2020 — a trend accelerated by the COVID-19 pandemic. The Fusion of Polish Nationalist Groups and Roman Catholicism READ MORE In 2019, the anti-hate organization ADL published survey data of US gamers, revealing that 23% of respondents had been exposed to white supremacist ideology in...

Fair Observer

America’s New Homegrown Terrorism Dilemma

The audience for video games is massive. According to Nielsen, 82% of global consumers either played video games or watched content related to them in 2020 — a trend accelerated by the COVID-19 pandemic. The Fusion of Polish Nationalist Groups and Roman Catholicism READ MORE In 2019, the anti-hate organization ADL published survey data of US gamers, revealing that 23% of respondents had been exposed to white supremacist ideology in...

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