RT Article T1 Connecting, Competing, and Trolling: "User Types" in Digital Gamified Radicalization Processes JF Perspectives on terrorism VO 15 IS 4 SP 54 OP 64 A1 Schlegel, Linda 1992- LA English YR 2021 UL https://krimdok.uni-tuebingen.de/Record/186884045X AB The concept of gamification is increasingly applied as a framework to understand extremist online subcultures and communications. Although a number of studies have been conducted, the theoretical and empirical basis to understand the role of gamification in extremist contexts remains weak. This article seeks to contribute to the development of a gamification of radicalization theory by exploring how Marczewski’s HEXAD, a user typology for gamified applications, may facilitate our understanding of individual variations in engagement with gamified extremist content. Five user types, named after their core motivational drivers for engagement, are discussed: Socializers, Competitors, Achievers, Meaning Seekers, and Disruptors. This typology may support future studies by providing a preliminary understanding of how different game elements may appeal to different users and increase their engagement with and susceptibility to extremist content in cyberspace. NO Literaturverzeichnis: Seite 61-64 K1 Radicalization K1 Gamification K1 user types K1 Extremism