Game on, game off


Hidden threat: The violence in video games that desensitises players is not the only danger, say experts. Some gaming platforms are being used to spread radical ideologies. — 123rf

DANIEL* was in full battle mode in a raid on a steel mill turned into a base by enemy forces when a gruff voice suddenly yelled into his ear.

“Hey man! You look like you know a lot about this MP7 submachine gun.”

When Daniel didn’t answer, the player using a pseudonymous gamertag continued over the din, “I have tried it, what about you?”

He then rattled on about guns through voice chat before contacting Daniel privately to share his extensive knowledge about weaponry. This was the first time Daniel, who is from Klang, had encountered this player in the looter shooter multiplayer game he liked, and the “radical stranger” just made him feel uneasy.

“He was just strange and rather extreme when talking about guns. He claimed to have always wanted to use them in real life, on real people and wanted to know if I felt the same way.

“I wasn’t going down that rabbit hole, so I blocked him,” he says, adding that he decided to just dismiss the incident.

As worrying as it sounds, Daniel’s experience may not be isolated – online gaming is growing as a potent tool for extremism and radicalisation, say experts.

Technology has long been exploited by radical groups, especially with the rise of social media connectivity, not just for recruitment but also to amplify their narratives, says Aizat Shamsuddin, founder of the think tank Initiative to Promote Tolerance and Prevent Violence (Initiate.My).

And now they have infiltrated some unexpected arenas such as gaming platforms and artificial intelligence.

“Bad actors, including terrorists, extremists, and criminal networks, can significantly expand their reach, targeting individuals who may not have been exposed to their ideology through conventional means,” says Aizat.

Furthermore, it is feared that ongoing geopolitical conflicts especially in Gaza and in recent terror attacks – such as last month’s incident in New Orleans, United States, where 14 people were killed after a man drove a pickup truck into a crowd, and the October 2024 assault on the Turkish Aerospace Industries company, which left five dead – could inspire potential extremists.

Space and targets

The threat of indoctrination is real. A 2023 report by the South-East Asia Regional Centre for Counter-Terrorism (SEARCCT) revealed that two Singaporean teenagers, aged 15 and 16, were arrested after being recruited via video game chat rooms to carry out attacks.

On Tuesday, Singapore’s Law and Home Affairs Minister K. Shanmugam warned that more radicalised people have been caught in the republic and Singa-poreans should be psycholo-gically prepared for an incident.

Referring to recent cases of a housewife, cleaner, and a teen, who were dealt with under the country’s Internal Security Act, Shanmugam said they point to a worrying trend.

On the teen, he said: “This is the third young man that we have issued orders against on far-right extremist ideology. He has been consuming all the junk on race issues, and has convinced himself about far-right supremacy.”

The 18-year-old role-played as a terrorist in an online game, and wanted to start a race war in Singapore.

In Malaysia, the Royal Malaysia Police’s counter-terrorism unit is working around the clock to prevent similar incidents. Sources indicate that while extremists have targeted potential recruits, there has yet to be a “success story” in their favour.

Universiti Malaya criminologist Dr Haezreena Begum Abdul Hamid notes that gaming communities are vast, with members as young as 10.

“They have their community and enjoy gaming. Now, with so many platforms – social media, chat apps, voice chats, and forums – anonymity makes it easier for extremist grooming to take place.”

Dr Haezreena: Video games designed by extremists are often found on the dark web, featuring ideological narratives where terrorists are portrayed as heroes.Dr Haezreena: Video games designed by extremists are often found on the dark web, featuring ideological narratives where terrorists are portrayed as heroes.

She adds that extremists are not new to cyberspace; many have tech-savvy units comprising hackers, IT specialists, and software designers who modify or create games to glorify violence.

“Such games, often found on the dark web, feature ideological narratives where terrorists are portrayed as heroes. This gamifies propaganda, desensitising players to violence and reinforcing extremist ideologies.”

Dangerous lines

Political debates in gaming chat rooms provide opportunities for extremists to introduce their narratives to impressionable members.

Aizat says that following the conflict in Gaza, online gaming platforms like Roblox saw a surge in politically charged discussions.

“Games like Roblox are becoming spaces where young people, particularly Gen Z, engage in political discourse, making them susceptible to extremist narratives that glorify violence.”

On its official website, Roblox states “We have a stringent safety and monitoring system integrated into Roblox to promote civility and ensure the safety of our users”.

It continues, “Roblox has a trusted flagger program, where close and trusted partners can report terrorist content to us. We’ve made a commitment to them that their reported content will be reviewed and, if necessary, actioned within a short timeframe.”

Aizat warns that radicalisation is not a linear process but involves both push and pull factors.

“Online radicalisation is linked to self-isolation, disengagement from community life, and exposure to political and religious hate content.

“Individuals don’t need to be official members of extremist groups to be radicalised. Lone wolves, in particular, are harder to detect as they operate independently.”

Aizat:  Radicalisation is not a linear process but involves both push and pull factors.Aizat: Radicalisation is not a linear process but involves both push and pull factors.

Haezreena adds that the sheer number of young gamers increases the risk.

“Many are drawn to multiplayer games, forming groups and social circles. Coupled with the accessibility of gaming via mobile phones, this creates fertile ground for extremist infiltration.

“At the same time, you can see that many gaming tournaments are being integrated into the youth culture. They have annual conventions [cosplay and gaming conventions]. All these provide good ground for extremists to jump in.”

Bolstering defence

While Malaysia has robust anti-terror laws, countering online extremist recruitment requires a multi-pronged approach involving industry players. Haezreena suggests training gamers as chat moderators to report extremist content and maintain a positive gaming environment.

“If I see disturbing content in a game, I wouldn’t know who to report it to. This needs to change, and public awareness must be raised through campaigns.”

She also calls for specific laws to regulate extremist activities in gaming.

“Unlike dating apps or scam syndicates, extremist activities in gaming are overlooked. There is little public awareness about radicalisation through games.”

According to SEARCCT, other than developing more targeted and impactful interventions, the counterterrorism centre has also collaborated with e-sports associations and game developers to empower gaming communities to establish codes of conduct that promote safer and more inclusive gaming spaces (see “When a radical sneaks in...”).

Police detaining the militant suspect in Perak in 2018.Police detaining the militant suspect in Perak in 2018.

Meanwhile, Aizat stresses that extremism is not limited to militant or neo-facist groups but also includes nationalist movements, xenophobic narratives, and anti-minority rhetoric.

He calls for the implementation of the Malaysian Action Plan on Countering and Preventing Violent Extremism (MyPCVE) 2024-2028, which was launched in September last year, to be sound and effective.

The action plan, among others, is to serve “as the main guideline to coordinate the roles, strategies, and initiatives of various sectors, including government, private sector, mass media, education, and different societal groups”.

“As extremists adapt to new technologies, law enforcement must evolve.

“For example, the MyPCVE must translate into concrete action, ensuring law enforcement receives proper resources and training to detect online threats,” Aizat says.

*Not his real name.

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video games , extremists

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