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Extremism and video games: How extremist groups are grooming children

News RoomBy News RoomJune 29, 2025
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The world’s largest gaming industry, online, is projected to grow significantly, reaching over 900 million players in 2025 and with estimated annual revenues of tens of billions of dollars. This growth is driven by the development of online games and communities, but the industry has also embraced game hosting and communication platforms specifically designed for players and games. However, there is growing concern about the intersection between online gaming and extremism. These concerns arising from a study by the European Commission highlight the potential of games and platforms to inspire radicalization, particularly among radicalized groups.

RThese groups, often pioneer of the digital space, are leveraging games and related platforms to:]) construct against extremism by painting images of a perceived enemy and presenting them as threats. This creates a narrative of hatred and hostility among younger and younger players, leaving young adults and teens at a disadvantage in socializing with radicalized groups. While such games have the potential to normalize violence in certain contexts, the responsibility lies in limiting the content that establishestracted from the general public.

A recent event, hosted by the Greek GEMS (European Games Industry Network Against Video Game Extremism) project within the GEMS initiative, came to light. Among the key points discussed were the creation of games aimed at radicalization and the potential impact of these games on young audiences. A study by Daniella Pisoiu from SCENOR, the Science Crew in Austria, emphasized that the fear among young people arises from preferring games that paint images of harmful groups and present these groups as threats. It highlights the challenges in addressing extremism from a prevention perspective, given the increasing sophistication of these platforms.

In an effort to mitigate the issue, a tool called Watchtower was developed by SD_interval轻轻 AI, as part of the European Games Create Federation project. This tool aims to enhance the detection and prevention of extremist activities in online gaming. Yari Peka Kaleva, the Acting Chairman and Managing Director of the Swedish-based European Games Creators Federation, stressed the need for cooperation between the gaming industry and society to create safe, healthy communities. He also highlighted the importance of responsible content creation, ensuring that hate games do not spread harm to the general public.

In conclusion, the intersection of online gaming and extremism presents significant opportunities for safer communities, particularly in the context of radicalized groups. However, prevention requires a multifaceted approach, including community guardianship at key points in the game creation process and collaboration across the gaming, social, and law enforcement sectors. Addressing this challenge requires ongoing effort to avoid scenarios where the fear of extremism becomes the target of younger audiences.

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