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    "data": {
        "id": 2043004,
        "msgid": "online-games-could-spread-violent-extremist-narratives-1792302629",
        "date": "2026-10-18 11:59:51",
        "title": "Online Games Could Spread Violent Extremist Narratives",
        "author": "Fernan Rahadi",
        "source": "REPUBLIKA",
        "tags": "",
        "topic": "Social Policy",
        "summary": "An Indonesian security expert warns that online games are not inherently a cause of radicalisation, but certain features can be exploited to spread hatred, normalise violence and recruit vulnerable young people. She calls for a coordinated, risk-based response involving families, schools, government agencies and international gaming companies, rather than relying solely on content blocking.",
        "content": "<p>JAKARTA \u2014 The development of digital technology has brought new\nchallenges to efforts to counter intolerance, radicalism and terrorism.\nOnline gaming spaces, created primarily for entertainment, could be\ninfiltrated by violent extremist narratives. The phenomenon is a serious\nconcern for academics and international security observers, as radical\ngroups continue to adapt their recruitment strategies for digital\nmedia.<\/p>\n<p>Professor Angel Damayanti, a professor of international security at\nthe Faculty of Social and Political Sciences at the Indonesian Christian\nUniversity (UKI) and the university\u2019s rector for 2026\u20132030, stressed\nthat online games are not, in themselves, a primary cause of\nradicalisation. However, vulnerabilities remain when their features are\nmisused.<\/p>\n<p>\u201cOnline games are not a direct cause of radicalism, as most players\nhave no links to extremism. The risk emerges when this medium is used to\nspread hatred, normalise violence, build exclusive loyalties and recruit\nvulnerable individuals, such as teenagers and young people,\u201d Angel said\nin Jakarta on Saturday (17 October 2026).<\/p>\n<p>The senior researcher at UKI\u2019s Centre for Security and Foreign\nAffairs (CESFAS) said these vulnerabilities stem from repeated social\ninteractions that build emotional bonds, anonymous identities, and\nplayers\u2019 freedom to design scenarios or symbols within games. The use of\nonline games by radical groups has been detected since the 1980s and has\nexpanded rapidly in today\u2019s digital era.<\/p>\n<p>She said that in 2014, ISIS began using online games such as Call of\nDuty to attract wider public attention and launch propaganda. The risks\nhave grown further since games became customisable in 2020.<\/p>\n<p>\u201cIn October 2025, the National Counterterrorism Agency (BNPT)\nconfirmed a recruitment pattern in which young people were directed from\ngaming platforms to closed messaging groups such as WhatsApp or Telegram\nfor more intensive communication,\u201d she said.<\/p>\n<p>She added that games open to users of different ages, freely\naccessible, focused on military or war simulations, and allowing users\nto create their own content are particularly vulnerable to infiltration.\nIn addressing the threat, counter-narratives and protection at family\nlevel are fundamental. Parents should take an active role in learning\nwhich games their children play, setting rules for digital-device use,\nenabling safety features, and maintaining open, non-judgemental\ncommunication.<\/p>\n<p>Angel emphasised the importance of families, saying parents should\nwatch for sudden changes, such as children becoming isolated, developing\nintense hatred towards particular groups, or joining communities that\nglorify violence.<\/p>\n<p>At the public-policy level, tackling digital radicalisation requires\ncomprehensive cooperation between the government, law enforcement and\nthe public. The response should no longer focus solely on blocking\ncontent, but instead on risk-based digital security governance.<\/p>\n<p>Angel said online games should not automatically be viewed as a\nthreat. They are social and technological spaces with benefits, but\ntheir features can be abused by extremist groups. She highlighted the\nneed for concrete action by the government, BNPT, the Ministry of\nCommunication and Digital Affairs (Komdigi), and the Indonesian National\nPolice.<\/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 a whole-of-government and whole-of-society\napproach,\u201d Angel said.<\/p>\n<p>She proposed that Komdigi conduct risk assessments of communication\nfeatures; that BNPT, Komdigi and the police establish a coordination\nmechanism for handling threats; and that technology-based early\ndetection be developed alongside human analysis.<\/p>\n<p>In addition, gaming literacy should be incorporated into the\ncurriculum in collaboration with the Ministry of Primary and Secondary\nEducation (Kemendikdasmen) to strengthen children\u2019s digital resilience.\nIt is also crucial for BNPT and universities to develop a measurable\nrisk database and for Indonesia to build international partnerships with\nglobal game providers.<\/p>\n<p>\u201cThrough a combination of family-level prevention, digital literacy\nand collaborative regulation, Indonesia\u2019s online gaming ecosystem can\nremain safe and free from the dangers of intolerance and terrorism,\u201d she\nsaid.<\/p>",
        "url": "https:\/\/jawawa.id\/newsitem\/online-games-could-spread-violent-extremist-narratives-1792302629",
        "image": ""
    },
    "sponsor": "Okusi Associates",
    "sponsor_url": "https:\/\/okusiassociates.com"
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