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Indonesia Steps Up Fight Against Online Gaming Radicalization

Director General for Digital Space Supervision at the Communication and Digital Affairs Ministry, Alexander Sabar.ANTARA/Farhan Arda Nugraha/am.
Director General for Digital Space Supervision at the Communication and Digital Affairs Ministry, Alexander Sabar.ANTARA/Farhan Arda Nugraha/am.
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Authorities and industry warn online games are being exploited to target children

What appears to be harmless entertainment is increasingly becoming a new digital battleground, prompting Indonesian authorities to intensify oversight of online gaming platforms to protect children from extremist influence.

Online Games Under Surveillance
Indonesia’s Ministry of Communication and Digital Affairs has confirmed that radical ideology is spreading through online gaming platforms, not via gameplay content but through interactive features such as private chat, voice chat, and in-game communities. Director General for Digital Space Supervision Alexander Sabar said these features are being closely monitored by the National Counterterrorism Agency (BNPT) due to their misuse in targeting children, according to ANTARA.

Grooming Through In-Game Interaction
Sabar explained that perpetrators often build personal relationships with child users through gaming interactions, a process known as grooming. Once trust is established, victims are redirected to closed platforms outside the game environment, where they are gradually exposed to intolerant narratives and extremist ideology.

Alarming Data on Child Exposure
BNPT data shows that throughout 2025, around 112 children across 26 Indonesian provinces were identified as having been exposed to radical ideology through digital spaces, including social media and online games. These findings underscore growing concerns over how digital ecosystems are being exploited for ideological recruitment.

Stronger Enforcement and Content Takedowns

The Ministry of Communication and Digital Affairs has coordinated with BNPT and other agencies to address the threat through enforcement and prevention. In 2025 alone, authorities handled 21,199 pieces of content related to intolerance, radicalism, and terrorism. Of these, 8,768 digital contents from October 2024 to December 2025 were escalated for further action, Sabar said.

Industry Push to Strengthen Game Ratings
The Indonesian Game Association (AGI) has called for stronger implementation of the Indonesia Game Rating System (IGRS) to close gaps that allow radical ideas to spread. AGI Chairman Shafiq Husein said IGRS must function as the main gatekeeper before games are released, ensuring early-stage prevention through age classifications ranging from 3+ to 18+, as reported by ANTARA.

Recruitment Beyond the Game Screen
BNPT Deputy for Prevention, Protection, and Deradicalization Maj. Gen. Sudaryanto warned that extremist recruitment often begins in-game before moving to platforms like WhatsApp or Telegram. Minister of Communication and Digital Affairs Meutya Hafid confirmed that authorities recently uncovered a terrorist network recruiting children through gaming platforms following joint investigations by her ministry, the Indonesian National Police, and BNPT.

Protecting the Digital Generation

Authorities emphasized that prevention is not only about law enforcement but also about building a safer digital environment. Optimizing IGRS, improving parental awareness, and strengthening cross-sector collaboration are seen as essential steps to safeguarding Indonesia’s growing population of young digital users.

Indonesia’s coordinated response highlights a regional warning for both Indonesians and Singaporeans as online gaming communities grow more interconnected. Strengthening digital safeguards, industry responsibility, and public awareness will be critical in preventing extremist ideologies from exploiting shared virtual spaces across borders.

Sources: EN Antara (2026) , RRI (2026)

Keywords: Online Games, Radical Ideology, Digital Platforms, Child Grooming, Indonesia Game Rating System

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