Extremism and Gaming Research Network (EGRN)
EGRN is a non-profit research network, founded in 2021 and now hosted at King's College London, that convenes 180+ researchers, governments, multilaterals, and tech platforms to produce evidence-based research on extremism and gaming, train practitioners, and advise UN and EU policymakers.
- Company typePrivate
- Founded2021
- HeadquartersLondon, United Kingdom
- Headcount11–50
- GTM typeB2B
- OfferingServices
What Extremism and Gaming Research Network (EGRN) does
The Extremism and Gaming Research Network (EGRN) is a non-profit, grant-funded research network founded in October 2021 to address evidence gaps at the intersection of violent extremism and video gaming. It convenes researchers, practitioners, governments, multilateral bodies, and tech platforms around three core activities: evidence-based research on how malign actors exploit gaming, training and advisory services for regulators, platforms, and frontline moderators, and policy guidance delivered through the UN system, the EU Radicalisation Awareness Network, and the Christchurch Call. EGRN serves 180+ individual and organizational members across more than 30 leading research and policy institutions, including GIFCT, Tech Against Terrorism, RUSI, the Institute for Strategic Dialogue, Moonshot, and UN agencies (CTED, UNOCT, UNDP, UNITAR). Monthly members-only gatherings consistently attract 100+ invitees.
EGRN's core products are research and convening outputs rather than technology. They include a portfolio of EGRN-GNET Insight briefings and feature reports (nine briefings and one feature report published in 2024), the proprietary Extremist and Terrorist Games Database (ETGD) containing 155 reviewed entries spanning 1982–2024, monthly member meetings, training curricula for platforms and law enforcement, and forthcoming online safety toolkits and digital research ethical guidelines. EGRN does not develop proprietary technology products; its value rests on curating and synthesizing research produced across its membership. In May 2026, EGRN formally joined the Global Network on Extremism and Technology (GNET), housed within the Centre for Statecraft and National Security at King's College London, where it is now administered as a project of GIFCT's academic research arm.
EGRN's business model is community-led and grant-funded. Membership is free with no pricing tiers or subscription fees; there is no commercial licensing, no disclosed revenue, and no traditional equity structure. Operating funding flows from governmental and international organizational grants, supplemented by in-kind institutional support following the 2026 King's College London integration. The organization is led by Co-founder and Co-Convener Galen Lamphere-Englund, a senior international security advisor, and Co-Convener Jessica White. Go-to-market is relationship-driven: growth in membership and influence comes from research publications, conference engagement (15 public-facing events in 2023), media coverage (including Axios and over 20 other outlets), and direct briefings to UN and EU policy bodies, rather than from a sales motion.
Extremism and Gaming Research Network (EGRN) firmographics
Firmographics- Name
- Extremism and Gaming Research Network (EGRN)
- Legal name
- Extremism and Gaming Research Network
- Website
- https://extremismandgaming.org
- Company type
- Private
- Founded year
- 2021
- Operating status
- Operating
- Headcount range
- 11–50 employees
- Short description
- EGRN is a non-profit research network, founded in 2021 and now hosted at King's College London, that convenes 180+ researchers, governments, multilaterals, and tech platforms to produce evidence-based research on extremism and gaming, train practitioners, and advise UN and EU policymakers.
- Ownership category
- akta.pro rank
Extremism and Gaming Research Network (EGRN) industry classification
Industry- Product category
- Counter-Extremism Research and Advisory Services
- NAICS
- Religious, Grantmaking, Civic, Professional, and Similar Organizations (813), Research and Development in the Social Sciences and Humanities (541720), Other Computer Related Services (541519)
- SIC
- Services-Membership Organizations (8600), Services-Educational Services (8200)
- akta.pro primary industry
- Community Safety, Moderation & Trust Tools (UGC moderation, anti-toxicity) (MPAFAIAJ)
- akta.pro secondary industries
- UGC Curation, Discovery & Analytics (trend tracking, creator analytics) (MPAFAIAK), UGC Moderation, Trust & Safety Platforms (MPACABAL)
Keywords
Where Extremism and Gaming Research Network (EGRN) is headquartered
LocationHeadquarters
- HQ city
- London
- HQ country
- United Kingdom
- HQ region
- Europe
Offices1 record
Markets served
Extremism and Gaming Research Network (EGRN) business model
Business model- GTM type
- B2B
- Offering type
- Services
- Cost components
- Personnel, Operations, Marketing or Sales, Technology or R&D, Others
Revenue model
- Grant-based funding: The EGRN operates primarily through grant-based funding from governmental and international organizational sources. Accomplishments listed include 'Securing grant-based funding' as one of the network's achievements since its founding in 2021.
Go-to-market motion1 record
Distribution channels7 records
Marketing channels8 records
Extremism and Gaming Research Network (EGRN) product offering
Product offeringCore offering
The Extremism and Gaming Research Network (EGRN) is a collaborative research network that brings together researchers, practitioners, policymakers, and the private sector to understand how violent extremists exploit gaming and to develop evidence-based solutions. Core offerings include monthly members-only gatherings, the EGRN-GNET Insights publication series, the Extremist and Terrorist Games Database (ETGD), training and advisory services for governments and tech platforms, and policy guidance on preventing violent extremism in gaming spaces. Membership is free and open to individuals, institutions, students, and network supporters.
Product overview
The Extremism and Gaming Research Network (EGRN) is a collaborative research network organized around four core pillars: Convene (monthly gatherings and networking for 180+ members), Research (publications and the Extremist and Terrorist Games Database), Training (curriculum and expert advisory services), and Advise (policy guidance and intervention design). The network functions as a membership-based organization rather than a unified software product, offering access to cutting-edge research, expert consultations, collaborative projects, and resources including online safety toolkits and research databases. EGRN's key products include its EGRN-GNET Insights publication series, the ETGD database, monthly member meetings, and training/advisory services for governments and tech platforms.
Differentiator
Problem solved
Functional benefit
Products and services
- EGRN Monthly Gatherings
Quantifiable outcome
- Over 180 members including 30+ leading research and policy institutions
- +4 more outcomes
Companies that use Extremism and Gaming Research Network (EGRN)
Customer profileNamed customers9 records
Segments6 records
Ideal customer profiles4 records
Extremism and Gaming Research Network (EGRN) technology and API
TechnologyTechnology focussed No
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Extremism and Gaming Research Network (EGRN) partnerships and signals
Strategic signalPartnerships
13 partnerships are on record, tiered core and secondary.
- Global Network on Extremism and Technology (GNET)coreIn May 2026, EGRN formally joined GNET at the Centre for Statecraft and National Security at King's College London. GNET is the academic research arm of GIFCT. EGRN and GNET co-produce research publications including insight briefings and feature reports. EGRN is administered as a project of GNET.
- RadiGaMe Project (German Research Alliance)secondaryA German Research Alliance of eight research institutions, civil security institutions, and civil society organisations implementing the RadiGaMe project on radicalisation on gaming platforms. EGRN partnered with RadiGaMe to produce joint insights on extremist activities on streaming and gaming platforms.
- United States Esports AssociationsecondaryThe United States Esports Association is a member of EGRN and works on competency-building initiatives to combat violent extremism in esports, including programs funded by the U.S. Department of Homeland Security.
- Global Internet Forum to Counter Terrorism (GIFCT)coreGIFCT participates in the EGRN as a member, bringing together technology industry, government, civil society, and academia to foster collaboration and information-sharing to counter terrorist and violent extremist activity online. GIFCT is the parent organization of GNET.
- Tech Against TerrorismcoreTech Against Terrorism participates in the EGRN as a member, providing expertise on terrorist and violent extremist use of technology and supporting the network's mission to protect gaming communities from online harms.
- UN Counter-Terrorism Executive Directorate (CTED)coreEGRN is a full member of CTED's Global Research Network. Through this partnership, EGRN has briefed the UN Security Council and member states to build capacity of foreign partners in support of the UN Global Counter-Terrorism Strategy.
- UN Office of Counter-Terrorism (UNOCT)coreEGRN acts as a bridge to UNOCT and other mandated UN agencies including UNDP and UNITAR, providing research, briefings, and expertise on gaming and extremism to support the implementation of the UN Global Counter-Terrorism Strategy.
- Christchurch CallcoreEGRN is a full member of the Christchurch Call, a voluntary commitment by governments and tech companies to eliminate terrorist and violent extremist content online. This partnership aligns with EGRN's mission to combat violent extremist exploitation of gaming platforms.
- EU Radicalisation Awareness Network (RAN)coreEGRN has continued contributions to the EU RAN, with members shaping the thinking of the European Commission and EU Member States on threats and opportunities of online gaming spaces. EGRN has co-produced policy papers and research with RAN.
- Royal United Services Institute (RUSI)secondaryRUSI is among the 180+ global members of EGRN, contributing research expertise on terrorism, security, and technology. RUSI has published commentaries on gaming and extremism related to EGRN work.
- Institute for Strategic Dialogue (ISD)secondaryISD is among the leading research and policy institutions working to understand and counter violent extremism that are members of EGRN. ISD has contributed gaming and extremism research to the network.
- MoonshotsecondaryMoonshot is a member of EGRN, contributing its expertise in counter-extremism research and innovation to the network's collaborative efforts.
- Strong Cities NetworksecondaryStrong Cities Network is a proud member of EGRN, supporting the network's mission to build resilience against extremism in gaming communities.
Scale indicators6 records
Recent moves8 records
Expansion highlights5 records
Extremism and Gaming Research Network (EGRN) competitors and assessment
Company assessmentEmerging players
- ActiveFence: Trust and safety technology company providing AI-based content moderation, threat intelligence, and child safety solutions to online platforms including gaming and social. ActiveFence is an emerging commercial player in adjacent trust-and-safety infrastructure.
Direct peers
- Institute for Strategic Dialogue (ISD): Counter-extremism and disinformation think tank working on preventing violent extremism globally. ISD is an EGRN member and a peer given shared focus on research, policy, and CVE practitioner engagement.
- International Centre for the Study of Radicalisation (ICSR): Academic research centre at King's College London focused on radicalisation, terrorism, and political violence. ICSR is a peer in the academic CVE research space and is housed within EGRN's parent institution (King's College London).
- Royal United Services Institute (RUSI): Leading defense and security think tank producing independent research on terrorism, extremism, and technology. RUSI is an EGRN member and a peer in the security research and policy advisory space.
- Ditch the Label: International anti-bullying and digital inclusion charity that conducts research and delivers interventions within gaming communities. Ditch the Label is a comparable peer given its gaming-specific focus on online harms, hate, and resilience-building.
- Moonshot CVE: Social enterprise developing evidence-based interventions to counter violent extremism online. Moonshot is an EGRN member and a comparable peer given its focus on directing at-risk individuals away from extremist content, including in gaming-adjacent spaces.
- Tech Against Terrorism: Non-profit that supports the tech industry in responding to terrorist and violent extremist use of the internet. Tech Against Terrorism is both a member of EGRN and a peer operating at the intersection of online platforms, CVE research, and capacity building.
Broad incumbents
- Global Internet Forum to Counter Terrorism (GIFCT): Multi-stakeholder forum of the tech industry, government, and civil society that works to prevent terrorist and violent extremist exploitation of online platforms. GIFCT is the parent organization of GNET (which now houses EGRN) and a broader incumbent in the same mission space.
- ADL Center for Technology and Society: U.S.-based anti-hate organization with a dedicated technology and society program addressing extremism, hate, and harassment online. ADL is a broader incumbent with overlapping mandates in online extremism research and platform engagement.
- Christchurch Call: Voluntary multi-stakeholder commitment by governments and tech companies to eliminate terrorist and violent extremist content online. EGRN is a full member of the Christchurch Call, which operates as a broader umbrella initiative with overlapping goals.
Market position
Strengths4 records
Weaknesses4 records
Competitive moat6 records
Key risks6 records
Key highlights6 records
Customer concentration
Extremism and Gaming Research Network (EGRN) social profiles
Digital presenceExtremism and Gaming Research Network (EGRN) financial estimates
Financial estimateRevenue estimate
Valuation estimate
Extremism and Gaming Research Network (EGRN) leadership team
Management profileNumber of profiles
Profiles2 records
Extremism and Gaming Research Network (EGRN) funding detail
Funding detailFunding overview
Funding rounds
Investors
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Extremism and Gaming Research Network (EGRN) M&A and investment
M&A and investmentM&A
Investments
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Frequently asked questions about Extremism and Gaming Research Network (EGRN)
What does Extremism and Gaming Research Network (EGRN) do?
The Extremism and Gaming Research Network (EGRN) is a collaborative research network that brings together researchers, practitioners, policymakers, and the private sector to understand how violent extremists exploit gaming and to develop evidence-based solutions. Core offerings include monthly members-only gatherings, the EGRN-GNET Insights publication series, the Extremist and Terrorist Games Database (ETGD), training and advisory services for governments and tech platforms, and policy guidance on preventing violent extremism in gaming spaces. Membership is free and open to individuals, institutions, students, and network supporters.
Is Extremism and Gaming Research Network (EGRN) a public or private company?
Extremism and Gaming Research Network (EGRN) is a private company. It is classified as nonprofit foundation owned and is currently operating.
When was Extremism and Gaming Research Network (EGRN) founded?
Extremism and Gaming Research Network (EGRN) was founded in 2021. It employs 11 to 50 people.
Where is Extremism and Gaming Research Network (EGRN) based?
Extremism and Gaming Research Network (EGRN) is headquartered in London, United Kingdom, in the Europe region.
How does Extremism and Gaming Research Network (EGRN) make money?
One revenue line is on record: grant-based funding.
Who are Extremism and Gaming Research Network (EGRN)'s main competitors?
ActiveFence is listed as an emerging player. Direct peers are Institute for Strategic Dialogue (ISD), International Centre for the Study of Radicalisation (ICSR), Royal United Services Institute (RUSI), Ditch the Label, Moonshot CVE and Tech Against Terrorism. Broad incumbents are Global Internet Forum to Counter Terrorism (GIFCT), ADL Center for Technology and Society and Christchurch Call.
Does Extremism and Gaming Research Network (EGRN) have an API?
No public API is recorded for Extremism and Gaming Research Network (EGRN).
What industry is Extremism and Gaming Research Network (EGRN) in?
Extremism and Gaming Research Network (EGRN)'s product category is Counter-Extremism Research and Advisory Services. Its primary akta.pro industry code is MPAFAIAJ, Community Safety, Moderation & Trust Tools (UGC moderation, anti-toxicity), with a secondary code of MPAFAIAK, UGC Curation, Discovery & Analytics (trend tracking, creator analytics). Its NAICS code is 813 and its SIC code is 8600.