Protecting Children in Online Gaming: Mitigating Risks from Organized Violence
Protecting Children in Online Gaming: Mitigating Risks from Organized Violence
Protecting Children in Online Gaming: Mitigating Risks from Organized Violence
October 1, 2025
Summary
Online gaming has become the world’s most profitable entertainment industry, with over 3.4 billion players worldwide and a market worth nearly $188 billion. For many children, gaming is a central social activity that encourages creativity, collaboration, and community. However, a UNICEF Innocenti report warns that violent and criminal organizations are increasingly exploiting gaming platforms to socialize and recruit young players into organized violence. Using chat features, virtual communities, and identity play, these groups manipulate children within gaming ecosystems. The report calls for coordinated action from game developers, policymakers, child protection advocates, and law enforcement to strengthen prevention, detection, and response strategies.
Reference
UNICEF Innocenti. (2025, October 1). Protecting Children in Online Gaming: Mitigating Risks from Organized Violence. UNICEF Office of Strategy and Evidence – Innocenti. https://www.unicef.org/innocenti/reports/protecting-children-online-gaming