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Expert: Online Games Do Not Trigger Radicalisation, but Vulnerabilities in Their Features Are a Concern

| Source: ANTARA_ID Translated from Indonesian | Social Policy
Expert: Online Games Do Not Trigger Radicalisation, but Vulnerabilities in Their Features Are a Concern
Image: ANTARA_ID

Jakarta (ANTARA) – Angel Damayanti, Professor of International Security at the Faculty of Social and Political Sciences of the Indonesian Christian University (FISIPOL UKI), said online games were not in themselves a primary cause of radicalisation, but that vulnerabilities in their features were often misused.

“Online games are not a direct cause of radicalisation, because most players have no links to extremism. The risk arises when these platforms are used to spread hatred, normalise violence, build exclusive loyalties and recruit vulnerable individuals such as teenagers and young people,” Angel said in a statement in Jakarta on Sunday.

The senior researcher at UKI’s Center for Security and Foreign Affairs (CESFAS) said these vulnerabilities stemmed from repeated social interactions that build emotional bonds, anonymous identities, and players’ freedom to design scenarios or symbols within games.

The use of online games by radical groups had been detected as early as the 1980s, before expanding rapidly in today’s digital era.

Angel, who will serve as UKI rector from 2026 to 2030, said that in 2014 ISIS began using online games such as Call of Duty to attract wider public attention and launch its propaganda.

The risks associated with online games increased further when games became customisable from 2020 onwards.

“In October 2025, the National Counterterrorism Agency (BNPT) confirmed a recruitment pattern in which young people were channelled from gaming platforms to closed messaging groups such as WhatsApp or Telegram for more intensive communication,” she said.

She said that games which are open and freely accessible to people of different ages, glorify military or warfare simulations, and allow users to create their own content were particularly vulnerable to infiltration.

Counter-narratives and protection within the family were fundamental to tackling the threat. Parents should take an active role in understanding which games their children play, set rules for device use, enable safety features and maintain open, non-judgemental communication.

Angel also stressed the importance of families paying attention to sudden changes, such as children becoming isolated, developing intense hatred towards particular groups or joining communities that glorify violence.

At the public-policy level, addressing digital radicalisation requires comprehensive cooperation between the government, law enforcement and the public. The approach should no longer focus solely on blocking content, but instead on risk-based digital security governance.

She said online games should not automatically be viewed as a threat. They are social and technological spaces with benefits, but their features can be misused by extremist groups.

She emphasised the need for concrete action by the government, the BNPT, the Ministry of Communication and Digital Affairs (Kemkomdigi) and the Indonesian National Police (Polri).

“Indonesia’s approach must move beyond merely blocking content towards risk-based digital security governance. This governance must be based on the principles of whole of government and whole of society,” Angel said.

She proposed that Kemkomdigi assess risks posed by communication features, that the BNPT, Kemkomdigi and Polri establish a mechanism to coordinate responses to threats, and that early detection be developed using both technology and human analysis.

She also said game literacy should be incorporated into the curriculum in coordination with the Ministry of Primary and Secondary Education (Kemendikdasmen) to strengthen children’s digital resilience.

The BNPT and universities should develop a measurable risk database, while international cooperation with global game providers would also be crucial.

“Through a combination of prevention at family level, digital literacy and collaborative regulation, Indonesia’s online gaming ecosystem can remain safe and free from the dangers of intolerance and terrorism,” Angel said.

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