Exploitation of gaming ecosystems is evolving. This article challenges common misconceptions, emphasising that risks vary by geographic context and platform. It advocates for an ecosystem-based approach — engaging developers and gamers directly — to move beyond ideological lenses and focus on the convergence of online harms to ensure safer digital spaces.
The exploitation of gaming ecosystems by violent extremist actors is not a new phenomenon. Violent extremist actors have long sought to exploit gaming and gaming-adjacent spaces—such as chat functions, livestreams, and user-generated content — to spread propaganda and amplify their influence. However, as gaming and the video game industry itself continues to evolve, so too do the ways in which multiplayer games, livestreaming platforms, and gaming-related social media are exploited and gaming culture itself is shaped, influenced, and at times manipulated. At the same time, public perceptions around gaming are often based on misconceptions. This short article seeks to address some of the assumptions prevalent in this space and contribute to a more nuanced understanding of the harms and how we can best approach them.
First, while it is correct that gaming is a global phenomenon, it must be understood within its specific context. Over 3.6 billion people play video games worldwide, however gaming habits, popular titles, and user behaviours vary significantly across regions. It should not be assumed that gamers everywhere are exposed to the same risks or narratives. Through a threat-modelling exercise, a joint UNICRI and UNOCT study on gaming and violent extremism in Africa identified a range of potential scenarios shaped by dynamics across the continent that could be exploited by violent extremist groups, including the use of offline gaming social environments. Although there is currently limited evidence of widespread manifestation across Africa, the study highlights how risks can take on different forms depending on context – in this case geographic. Better contextualising online harms and understanding their offline implications is therefore essential to anticipate risks and strengthen prevention efforts.
Second – and in many ways linked with the first point – gaming ecosystems are highly diverse, with experiences shaped by specific games, platforms, and devices. Not all games, platforms, or communities function in the same way, nor do they present the same risks. Therefore, while engaging with terrorism and violent extremism experts, law enforcement, policymakers and civil society is important, it is equally, if not more critical, to involve gamers, developers, and community managers directly. These stakeholders are very much the frontline in this space and play a key role in identifying risks and shaping effective responses. More than anyone, their insights can help guide efforts to address harmful behaviours, foster safer environments, and promote positive, pro-social values within gaming communities.
Finally, it is important to also take a step back from our own mandates and expertise and lower the violent extremism lens to recognise that gaming ecosystems are spaces where various kinds of online harms manifest and converge. Violent extremism is only one of several risks. These threats increasingly overlap, with violent extremism itself often intersecting with other forms of forms of malicious or illegal activity. In this regard, it is prudent to somewhat shift the collective mindsets in this community to start thinking in terms of an ecosystem of harms operating in shared digital spaces and to adopt an ecosystem-based approach that reflects this complexity and enables coordinated, integrated responses across online environments. In this context, it becomes key to look for signals and behaviours – rather than for ideologies solely.
Gaming is here to stay, along with its very vibrant community, cultures, and the connections it enables. Investing time, effort, and resources to better understand these ecosystems – in all their complexity and diversity – can help us to protect and harness these spaces, which are valued by so many, to not only to enhance safety, but also to foster positive social connections.
As gaming ecosystems evolve, so must our approach and understanding of the emerging risks in this space, to ensure that these spaces remain not only safe, but also positive and inclusive environments for connection.
Topic highlights
While not new, the exploitation of gaming ecosystems by malicious actors, including violent extremists, continues to evolve alongside the evolution in gaming and the gaming industry.
Context matters. Risks are not uniform and must be understood in their specific contexts, including geographically.
Diversity of ecosystems. Different games, platforms, and communities function in distinct ways and present different risks.
Insider perspectives are essential. An effective response should involve engagement with gamers, developers and community managers, not only the traditional counterterrorism and violent extremism stakeholders.
An ecosystem approach. Gaming environments are part of an ecosystem of harms, and an ecosystem-based approach to response is needed.
More information
Checkpoint Reached: The Prevention of Violent Extremism and Online Gaming
Examining the Intersection Between Gaming and Violent Extremism
Authors: Ottavia Galuzzi, Associate Expert, UNICRI; Odhran McCarthy, Programme Management Officer, UNICRI
This article was prepared for the EU Knowledge Hub on Prevention of Radicalisation Update and was originally published on 27 April 2026 by the European Commission’s Directorate-General for Communications Networks, Content and Technology (DG CONNECT).