UXP_FB_Logo copy.jpg

News

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

Protecting Children in Online Gaming: Mitigating Risks from Organized Violence

October 1, 2025

Originally Published Here

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