RADICALIZATIONCharlie Kirk Shooting Suspect Had Ties to Gaming Culture and the “Dark Internet.” Here’s How They Radicalize
If Tyler Robinson does turn out to be a shooter radicalized through online gaming spaces, he would not be the first. Many of those attracted to video games are young adults aged 18-34. These are vulnerable young men, and extremist activists have long recognized this group as a demographic ripe for radicalization. The evidence suggests most radicalization takes place not through playing video games themselves, but through gaming platform communication channels.
Tyler Robinson, the 22-year-old Utah man suspected of having fatally shot right-wing activist Charlie Kirk, is reportedly not cooperating with authorities. Robinson was apprehended after a more than two-day manhunt and is being held without bail at the Utah County Jail.
While a motive for the shooting has yet to be established, Utah Governor Spencer Cox has highlighted Robinson’s links to gaming and the “dark internet”.
Bullet casings found at the scene were inscribed with various messages evoking gaming subcultures. One of the quotes – “Notices bulges, OwO what’s this” – can be linked to the furry community, known for role-playing using animal avatars.
Another message – “Hey, fascist! Catch! ↑ → ↓↓↓” – features arrow symbols associated with an action that allows players to drop bombs on their foes in Helldiver 2, a game in which players play as fascists fighting enemy forces.
One casing reads “O Bella ciao, Bella ciao, Bella ciao, Ciao, ciao!”, words from an Italian anti-Mussolini protest song, which also appears in the shooter game Far Cry 6. Yet another is a homophobic jibe: “if you read this you are gay LMAO”.
If Robinson does turn out to be a shooter radicalized through online gaming spaces, he would not be the first. Previous terrorist shootings at Christchurch (New Zealand), Halle (Germany), Bærum (Norway), and the US cities of Buffalo, El Paso and Poway were all carried out by radicalized young men who embraced online conspiracies and violent video games.
In each of these cases, the shooter attempted (and in all but the Poway shooting, succeeded) to live stream the atrocities, as though emulating a first-person shooter game.
A Growing Online Threat
The global video game market is enormous, with an estimated value of almost US$300 billion (about A$450 billion) in 2024. Of the more than three billion gamers, the largest percentage is made up of young adults aged 18–34.
Many of these are vulnerable young men. And extremist activists have long recognized this group as a demographic ripe for radicalization.
As early as 2002, American neo-Nazi leader Matt Hale advised his followers “if we can influence video games and entertainment, it will make people understand we are their friends and neighbors”.
Since then, far-right groups have produced ethnonationalist-themed games, such as “Ethnic Cleansing” and “ZOG’s Nightmare”, in which players defend the “white race” against Islamists, immigrants, LGBTQIA+ people, Jews and more.