Department of Homeland Security has Plans to Spend Nearly $700,000 in Taxpayer Money on Studying “Extremism” in Video Games
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Largely going under the radar last month, the Department of Homeland Security (DHS) recently awarded researchers a $699,768 grant to monitor so-called “extremism” in gaming.
According to Christina Maas of Reclaim the Net, this money will be granted to Logically, a company dedicated to tackling the issue of “bad” behavior online, Middlebury Institute’s Center on Terrorism, Extremism, and Counterterrorism (CTEC), and Take This, a non-governmental organization that specializes in mental health in video gaming.
“Over the past decade, video games have increasingly become focal points of social activity and identity creation for adolescents and young adults. Relationships made and fostered within game ecosystems routinely cross over into the real world and are impactful parts of local communities,” the DHS website said about the grant announcement. “Correspondingly, extremists have used video games and targeted video game communities for activities ranging from propaganda creation to terrorist mobilization and training.”
The DHS announcement also noted that the project will establish “a set of best practices and centralized resources for monitoring and evaluation of extremist activities as well as a series of training workshops for the monitoring, detection, and prevention of extremist exploitation in gaming spaces for community managers, multiplayer designers, lore developers, mechanics designers, and trust and safety professionals.”
“Game developers in general—from small, independent studios to billion-dollar multinational corporations—have lagged in awareness of how extremists may attempt to exploit their games, and how their communities can be targeted for radicalization,” the DHS announcement added.
The funding came in the wake of news that DHS Secretary Alejandro Mayorkas suggested that radicalized Americans who believe “false narratives” online constitute a novel terrorist threat.
Regardless of what one thinks about video games, they are one of the few masculine spaces left for many young men to take their minds off the dreary nature of everyday reality.
Unfortunately, there are many anti-male activists in the West who are looking for every way possible to disrupt male spaces and infect them with wokism and other ideological currents that undermine otherwise normal male behavior.
These types of fights are often more important than conventional elections. This is where the cultural Left is able to establish a foothold and proceed to create an environment of cultural hegemony in virtually every space of human activity.
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