{
    "success": true,
    "data": {
        "id": 2042859,
        "msgid": "expert-online-games-do-not-trigger-radicalisation-but-vulnerabilities-in-their-features-are-a-concern-1792291839",
        "date": "2026-10-18 08:57:18",
        "title": "Expert: Online Games Do Not Trigger Radicalisation, but Vulnerabilities in Their Features Are a Concern",
        "author": "",
        "source": "ANTARA_ID",
        "tags": "",
        "topic": "Social Policy",
        "summary": "An Indonesian security expert says online games are not a direct cause of radicalisation, but features enabling repeated social interaction, anonymity and user-generated content can be exploited to spread extremist messages and recruit vulnerable young people. She calls for coordinated, risk-based digital governance alongside family support, game literacy education and cooperation between government agencies and global game providers.",
        "content": "<p>Jakarta (ANTARA) \u2013 Angel Damayanti, Professor of International\nSecurity at the Faculty of Social and Political Sciences of the\nIndonesian Christian University (FISIPOL UKI), said online games were\nnot in themselves a primary cause of radicalisation, but that\nvulnerabilities in their features were often misused.<\/p>\n<p>\u201cOnline games are not a direct cause of radicalisation, because most\nplayers have no links to extremism. The risk arises when these platforms\nare used to spread hatred, normalise violence, build exclusive loyalties\nand recruit vulnerable individuals such as teenagers and young people,\u201d\nAngel said in a statement in Jakarta on Sunday.<\/p>\n<p>The senior researcher at UKI\u2019s Center for Security and Foreign\nAffairs (CESFAS) said these vulnerabilities stemmed from repeated social\ninteractions that build emotional bonds, anonymous identities, and\nplayers\u2019 freedom to design scenarios or symbols within games.<\/p>\n<p>The use of online games by radical groups had been detected as early\nas the 1980s, before expanding rapidly in today\u2019s digital era.<\/p>\n<p>Angel, who will serve as UKI rector from 2026 to 2030, said that in\n2014 ISIS began using online games such as Call of Duty to attract wider\npublic attention and launch its propaganda.<\/p>\n<p>The risks associated with online games increased further when games\nbecame customisable from 2020 onwards.<\/p>\n<p>\u201cIn October 2025, the National Counterterrorism Agency (BNPT)\nconfirmed a recruitment pattern in which young people were channelled\nfrom gaming platforms to closed messaging groups such as WhatsApp or\nTelegram for more intensive communication,\u201d she said.<\/p>\n<p>She said that games which are open and freely accessible to people of\ndifferent ages, glorify military or warfare simulations, and allow users\nto create their own content were particularly vulnerable to\ninfiltration.<\/p>\n<p>Counter-narratives and protection within the family were fundamental\nto tackling the threat. Parents should take an active role in\nunderstanding which games their children play, set rules for device use,\nenable safety features and maintain open, non-judgemental\ncommunication.<\/p>\n<p>Angel also stressed the importance of families paying attention to\nsudden changes, such as children becoming isolated, developing intense\nhatred towards particular groups or joining communities that glorify\nviolence.<\/p>\n<p>At the public-policy level, addressing digital radicalisation\nrequires comprehensive cooperation between the government, law\nenforcement and the public. The approach should no longer focus solely\non blocking content, but instead on risk-based digital security\ngovernance.<\/p>\n<p>She said online games should not automatically be viewed as a threat.\nThey are social and technological spaces with benefits, but their\nfeatures can be misused by extremist groups.<\/p>\n<p>She emphasised the need for concrete action by the government, the\nBNPT, the Ministry of Communication and Digital Affairs (Kemkomdigi) and\nthe Indonesian National Police (Polri).<\/p>\n<p>\u201cIndonesia\u2019s approach must move beyond merely blocking content\ntowards risk-based digital security governance. This governance must be\nbased on the principles of whole of government and whole of society,\u201d\nAngel said.<\/p>\n<p>She proposed that Kemkomdigi assess risks posed by communication\nfeatures, that the BNPT, Kemkomdigi and Polri establish a mechanism to\ncoordinate responses to threats, and that early detection be developed\nusing both technology and human analysis.<\/p>\n<p>She also said game literacy should be incorporated into the\ncurriculum in coordination with the Ministry of Primary and Secondary\nEducation (Kemendikdasmen) to strengthen children\u2019s digital\nresilience.<\/p>\n<p>The BNPT and universities should develop a measurable risk database,\nwhile international cooperation with global game providers would also be\ncrucial.<\/p>\n<p>\u201cThrough a combination of prevention at family level, digital\nliteracy and collaborative regulation, Indonesia\u2019s online gaming\necosystem can remain safe and free from the dangers of intolerance and\nterrorism,\u201d Angel said.<\/p>",
        "url": "https:\/\/jawawa.id\/newsitem\/expert-online-games-do-not-trigger-radicalisation-but-vulnerabilities-in-their-features-are-a-concern-1792291839",
        "image": ""
    },
    "sponsor": "Okusi Associates",
    "sponsor_url": "https:\/\/okusiassociates.com"
}