Gaming is now the most profitable form of entertainment worldwide, with over 3.42 billion people playing some form of games, accounting for a market of $187.7 billion engaging across consoles, PCs, and mobile devices. Nearly nine in ten children in middle and upper-income countries play online games. While online multiplayer games foster social connection, creativity, and community-building, they are also increasingly exploited by violent organizations, ranging from non-state armed groups in conflict-affected settings to hybrid criminal networks. These actors use gaming spaces to propagandize, groom, recruit, and organize, leveraging gaming platforms’ social and technical features to target children and young players. This policy brief examines how gaming ecosystems are being exploited to socialize and recruit children to participate in organized violence and provides recommendations for policymakers, practitioners working with children, and the gaming industry to safeguard children in online gaming environments.
Online gaming is neither inherently harmful nor a direct cause of violence, but its social and technical infrastructure is being exploited at scale by malign actors. Indeed, as the American Psychological Association framed the issue in a 2020 resolution, “attributing violence to violent video gaming is not scientifically sound and draws attention away from other factors.” At the same time, specific harms are affecting children via online gaming today. To protect children and young players, industry leaders, regulators, law enforcement, and practitioners working with children must act now, establishing robust prevention, detection, and response strategies that ensure children can enjoy their right to play and their right to be protected from violence. Gaming’s prosperous future depends on ensuring its spaces remain safe, inclusive, and free from children being targeted by violent actors and organizations. This report provides a series of recommendations to help achieve that aim.