The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. 
The Internet has become a prime means of communication worldwide and this unprecedented global reach – combined with the difficulty in tracking communications – makes it an ideal tool for extremists to repackage old hatred, raise funds, and recruit members. As the Internet has grown, the quantity and sophistication of extremist websites has increased proportionately.
Radicalization refers to the process by which people come to believe that violence against others and even oneself is justified in defense of their own group. Not everyone who is involved in a group is necessarily radicalized to the same degree; in fact, even within a hate group only a small number of people may be radicalized to the point where they are ready to advocate and commit violence.
The Internet has been rightly hailed as a groundbreaking interactive marketplace of ideas where anyone with the right hardware and software can set up a cyber-stall. It has become an essential means for people to access information and services but the downside of this unparalleled information exchange is that, alongside its many valuable resources, the Net also offers a host of offensive materials – including hateful content – that attempt to inflame public opinion against certain groups of people.
Digital media such as the Internet and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they are likely to be doing it through the Internet. As well, nearly all the media they consume, from TV shows to toys, have Web pages, virtual worlds, video games or other digital spinoffs associated with them.
Throughout the elementary years, parents are the main gatekeepers for their children. As such, they need to be actively involved in their children’s video game playing – selecting the games, managing how much time children spend playing, and talking to them about the values in the games they like.
For most teens, playing video games is just another recreational activity they enjoy with friends. The concern is when video game playing becomes an addictive or isolating activity.
Good-quality video games offer lots of benefits to children and teens.
Fong , Guichard  and Hope , among others, have pointed out that current protocols for dealing with online hate have proven inadequate at managing hateful content and providing educational opportunities, largely because they have failed in adequately capturing the broad scope and complicated, disputed nature of online hate. Criminal legislation and formal policies have had limited success in addressing the complex issues related to crime in an online context and hate crime in general.
Sixty-two per cent of Canadian gamers are male: and in a market targeted primarily at males, games that appeal to girls can be hard to find. Generally girls aren’t interested in the violent “first person shooter” games favoured by boys, and many of the girl-specific games promote stereotypical interests such as cooking and babysitting. (Industry representatives claim these topics are chosen based on their surveys of what female games want.)