Jakarta (ANTARA) - The Ministry of Communication and Digital Affairs has stated that the spread of radical ideology on online gaming platforms occurs through interactions via social features such as private chat, voice chat, and in-game community functions.

Director General for Digital Space Supervision at the ministry, Alexander Sabar, said that the National Counterterrorism Agency (BNPT) is monitoring a number of interaction- and community-based online gaming platforms as they have the potential to be misused for radicalization targeting children.

“What is of concern is not the online game content itself, but the use of interaction features such as private chat, voice chat, and in-game communities,” Sabar told ANTARA here on Thursday.

He explained that social features in games can be misused to build personal closeness with child users, a process known as grooming.

Perpetrators then redirect victims to closed channels outside the gaming platform before gradually exposing them to intolerant narratives and radical ideologies.

According to BNPT data, throughout 2025 around 112 children across 26 provinces were identified as having been exposed to radical ideology through digital spaces, including social media and online games.

Sabar said the ministry is addressing the issue firmly through cross-ministerial and inter-agency coordination. BNPT is responsible for prevention and counter-radicalization efforts, while the ministry oversees digital space supervision, including access termination and content moderation in line with existing regulations.

“Throughout 2025, some 21,199 pieces of content containing intolerance, radicalism, and terrorism had been handled. Of that number, 8,768 digital contents containing terrorism and radicalism from the period of October 2024 to December 2025 were submitted for further action,” Sabar explained.

In addition to enforcement, the ministry is strengthening preventive measures through Indonesia Game Rating System (IGRS).

IGRS applies risk-based age classifications that serve as mandatory references for game publishers and platform providers to help protect children from harmful digital exposure.



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Translator: Farhan, Kenzu
Editor: M Razi Rahman
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