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Online Games Could Spread Violent Extremist Narratives

| | Source: REPUBLIKA Translated from Indonesian | Social Policy
Online Games Could Spread Violent Extremist Narratives
Image: REPUBLIKA

JAKARTA — The development of digital technology has brought new challenges to efforts to counter intolerance, radicalism and terrorism. Online gaming spaces, created primarily for entertainment, could be infiltrated by violent extremist narratives. The phenomenon is a serious concern for academics and international security observers, as radical groups continue to adapt their recruitment strategies for digital media.

Professor Angel Damayanti, a professor of international security at the Faculty of Social and Political Sciences at the Indonesian Christian University (UKI) and the university’s rector for 2026–2030, stressed that online games are not, in themselves, a primary cause of radicalisation. However, vulnerabilities remain when their features are misused.

“Online games are not a direct cause of radicalism, as most players have no links to extremism. The risk emerges when this medium is used to spread hatred, normalise violence, build exclusive loyalties and recruit vulnerable individuals, such as teenagers and young people,” Angel said in Jakarta on Saturday (17 October 2026).

The senior researcher at UKI’s Centre for Security and Foreign Affairs (CESFAS) said these vulnerabilities stem 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 has been detected since the 1980s and has expanded rapidly in today’s digital era.

She said that in 2014, ISIS began using online games such as Call of Duty to attract wider public attention and launch propaganda. The risks have grown further since games became customisable in 2020.

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

She added that games open to users of different ages, freely accessible, focused on military or war simulations, and allowing users to create their own content are particularly vulnerable to infiltration. In addressing the threat, counter-narratives and protection at family level are fundamental. Parents should take an active role in learning which games their children play, setting rules for digital-device use, enabling safety features, and maintaining open, non-judgemental communication.

Angel emphasised the importance of families, saying parents should watch for sudden changes, such as children becoming isolated, developing intense hatred towards particular groups, or joining communities that glorify violence.

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

Angel said online games should not automatically be viewed as a threat. They are social and technological spaces with benefits, but their features can be abused by extremist groups. She highlighted the need for concrete action by the government, BNPT, the Ministry of Communication and Digital Affairs (Komdigi), and the Indonesian National Police.

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

She proposed that Komdigi conduct risk assessments of communication features; that BNPT, Komdigi and the police establish a coordination mechanism for handling threats; and that technology-based early detection be developed alongside human analysis.

In addition, gaming literacy should be incorporated into the curriculum in collaboration with the Ministry of Primary and Secondary Education (Kemendikdasmen) to strengthen children’s digital resilience. It is also crucial for BNPT and universities to develop a measurable risk database and for Indonesia to build international partnerships with global game providers.

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

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