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Extremism and Gaming Research Network (EGRN)

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Namestring
Extremism and Gaming Research Network (EGRN)
Legal namestring
Extremism and Gaming Research Network
Company typeenum
Private
Founded yearint
2021
Descriptiontext

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.

Short descriptiontext

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.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersLondon, United Kingdom
HQ citystring
London
HQ countrystring
United Kingdom
HQ regionstring
Europe
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
counter-extremism research, gaming safety research, violent extremism prevention, online harms research, policy advisory services
Industry3 codes
1Community Safety, Moderation & Trust Tools (UGC moderation, anti-toxicity)
CodeMPAFAIAJPrimaryYes
2UGC Curation, Discovery & Analytics (trend tracking, creator analytics)
CodeMPAFAIAKPrimaryNo
3UGC Moderation, Trust & Safety Platforms
CodeMPACABALPrimaryNo
NAICS code3 codes
  • Religious, Grantmaking, Civic, Professional, and Similar Organizations813
  • Research and Development in the Social Sciences and Humanities541720
  • Other Computer Related Services541519
SIC code2 codes
  • Services-Membership Organizations8600
  • Services-Educational Services8200
Product category
Counter-Extremism Research and Advisory Services
Social media profiles2 records
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model1 record
1Grant-based funding
TypeGrants Donations
Description

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.

extremismandgaming.org
Marketing channels8 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels7 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Operations, Marketing or Sales, Technology or R&D, Others
GTM typeB2B
B2B
Offering typeServices
Services
Core offering1 text field

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.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 5 values shown
  • Over 180 members including 30+ leading research and policy institutions
+4 more records
Product overview1 text field

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.

Product and service1 record
1EGRN Monthly Gatherings
Scale indicator6 records

Each record includes

Type, Value, Description, Source

Partnership13 partners
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-05-01
Description

In 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.

2RadiGaMe Project (German Research Alliance)
Strategic tierSecondaryTypeStrategic or Co-development PartnerAnnounced on2024-01-01
Description

A 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.

extremismandgaming.org
Strategic tierSecondaryTypeStrategic or Co-development PartnerAnnounced on2024-01-01
Description

The 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.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

GIFCT 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.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

Tech 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.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

EGRN 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.

7UN Office of Counter-Terrorism (UNOCT)
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

EGRN 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.

extremismandgaming.org
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

EGRN 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.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

EGRN 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.

Strategic tierSecondaryTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

RUSI 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.

Strategic tierSecondaryTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

ISD 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.

Strategic tierSecondaryTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

Moonshot is a member of EGRN, contributing its expertise in counter-extremism research and innovation to the network's collaborative efforts.

13Strong Cities Network
Strategic tierSecondaryTypeStrategic or Co-development PartnerAnnounced on2021-01-01
Description

Strong Cities Network is a proud member of EGRN, supporting the network's mission to build resilience against extremism in gaming communities.

extremismandgaming.org
Recent move8 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeEmerging player
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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).

TypeBroad incumbent
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeDirect peer
Description

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.

TypeBroad incumbent
Description

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.

TypeBroad incumbent
Description

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.

TypeDirect peer
Description

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.

Market position
Strengths4 records

Each record includes

Headline, Details, Source

Weaknesses4 records

Each record includes

Headline, Details, Source

Competitive moat6 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights6 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers9 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment6 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile4 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
No
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Core technology
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Number of profiles
Profiles2 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
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Funding overview

Funding stage, Last funding date, Total funding USD

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Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Extremism and Gaming Research Network (EGRN)

Counter-Extremism Research and Advisory Servicesextremismandgaming.org

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.

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

  • Counter-extremism research
  • Gaming safety research
  • Violent extremism prevention
  • Online harms research
  • Policy advisory services

Where Extremism and Gaming Research Network (EGRN) is headquartered

Location

Headquarters

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

  1. 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 offering

Core 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 profile

Named customers9 records

Segments6 records

Ideal customer profiles4 records

Extremism and Gaming Research Network (EGRN) technology and API

Technology

Technology 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 signal

Partnerships

13 partnerships are on record, tiered core and secondary.

  • Global Network on Extremism and Technology (GNET)coreStrategic or Co-development Partner · 1 May 2026In 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)secondaryStrategic or Co-development Partner · 1 January 2024A 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 AssociationsecondaryStrategic or Co-development Partner · 1 January 2024The 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)coreStrategic or Co-development Partner · 1 January 2021GIFCT 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 TerrorismcoreStrategic or Co-development Partner · 1 January 2021Tech 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)coreStrategic or Co-development Partner · 1 January 2021EGRN 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)coreStrategic or Co-development Partner · 1 January 2021EGRN 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 CallcoreStrategic or Co-development Partner · 1 January 2021EGRN 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)coreStrategic or Co-development Partner · 1 January 2021EGRN 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)secondaryStrategic or Co-development Partner · 1 January 2021RUSI 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)secondaryStrategic or Co-development Partner · 1 January 2021ISD 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.
  • MoonshotsecondaryStrategic or Co-development Partner · 1 January 2021Moonshot is a member of EGRN, contributing its expertise in counter-extremism research and innovation to the network's collaborative efforts.
  • Strong Cities NetworksecondaryStrategic or Co-development Partner · 1 January 2021Strong 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 assessment

Emerging 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 presence

Extremism and Gaming Research Network (EGRN) financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Extremism and Gaming Research Network (EGRN) leadership team

Management profile

Number of profiles

Profiles2 records

Extremism and Gaming Research Network (EGRN) funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Extremism and Gaming Research Network (EGRN) M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

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.

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Live signals