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Indonesia National Dialogue Puts Youth at the Centre of Efforts to Build Safer Gaming Communities

From Evidence to Action: Indonesia National Dialogue Puts Youth at the Centre of Efforts to Build Safer Gaming Communities

Jakarta, Indonesia
31 Aug 2026

 

The United Nations Office of Counter-Terrorism (UNOCT) and the National Counter-Terrorism Agency of the Republic of Indonesia (BNPT) convened a national Dialogue on Gaming and Preventing Violent Extremism Conducive to Terrorism in Jakarta, Indonesia on 31 August. The event was organized in partnership with the United Nations Interregional Crime and Justice Research Institute (UNICRI) as part of the joint initiative “Building Safer Online Gaming Communities: Empowering Young Gamers in Southeast Asia to Prevent and Counter Violent Extremism,” funded by the Australian Department of Home Affairs. 

The National Dialogue brought together government representatives, gaming stakeholders, civil society actors and young gaming leaders and moderators to explore concrete actions toward safer and more resilient gaming communities. 

Throughout the day, participants tested the research findings against Indonesia’s national Preventing and Countering Violent Extremism (PCVE) priorities and the concrete experience of national gaming communities. Interactive demonstrations and discussions led by youth gamers examined current approaches, identified gaps and helped shape actionable recommendations for government, industry, practitioners, and communities. 

The regional evidence underpinning the exchange came from recent research developed by UNOCT/UNCCT and UNICRI, in cooperation with the Southeast Asia Regional Centre for Counter-Terrorism (SEARCCT) and BNPT. Drawing on a survey of 569 gamers from Indonesia, Malaysia, and the Philippines, the study examined gamers’ self-reported exposure to content that promotes hatred, discrimination or violence within gaming and gaming-adjacent spaces, while also exploring resilience factors and opportunities for preventing and countering violent extremism within these communities. It is the first study of its kind to provide a regional snapshot of these experiences among Southeast Asian gamers. 

Since April 2026, young gaming moderators from Indonesia, Malaysia and the Philippines completed eight structured online training and coaching sessions before meeting at a two-day leadership and design workshop in Bali on 7-8 May 2026. They practiced navigating complex interactions and developed a youth-led handbook and practical resources for fellow moderators. 

The initiative will continue with the National Dialogues in Malaysia and in the Philippines. Findings from all three countries will inform a regional analysis and support future national engagement on gaming and PCVE. A new publication and youth-led tools will be released later in 2026. 

 

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Mr. Dionnisius Elvan SwasonoDeputy Head for International Cooperation of BNPT, emphasized that the challenge to make its gaming communities safer and more resilient, while not restricting gaming. “By empowering Indonesia’s young gamers as agents of peace, this initiative reflects the spirit of our second phase of RAN PE and contributes to Indonesia’s commitment to the Youth, Peace and Security Agenda and Action 23 of the UN Pact for the Future — towards a future free from terrorism.” 

Ms. Sian Hutchinson, UNOCT/UNCCT's Officer in Charge of the Preventing and Countering Violent Extremism Section, highlighted: “Young gaming content moderators are the 'first responders' in gaming spaces. They are often the first to see harmful behaviour as it emerges, the first to manage difficult interactions and the first to support members of their communities, well before formal reporting or institutional systems are activated. Recognizing, equipping, and connecting these first responders is essential to building safer gaming communities with young people, not around them.” 

Ms. Gita Sabharwal, United Nations Resident Coordinator in Indonesia, emphasized: “Indonesia has established important foundations through the second phase of its National Action Plan to Prevent and Counter Violent Extremism, alongside its digital governance and child protection frameworks. The challenge is to connect these systems with how young people experience harm in gaming communities. When a young person raises a serious concern, they need to know where it goes, who is responsible and what happens next. Bringing their experience into the national discussion is how policy becomes practical.” 

Mr. Andrean Frederick, a beneficiary of the initiative and member of the UNOCT/UNCCT Youth Gaming Leadership Cohort, said in closing: “Young gamers are not just users of these spaces; we are part of the communities that make them work. Having us at the table means policies and reporting systems can be shaped by what actually happens in games and gaming-related spaces. We want our experience to help build solutions that are practical, trusted, and safer for everyone.” 

Reflecting on Australia's support for PCVE and youth-led, evidence-informed action, Mr. Roderick Brazier, Australian Ambassador to Indonesia, noted: “Gaming platforms are inherently global, no country can address these challenges alone. We must respond collaboratively, bringing together governments, industry, academics, practitioners, and young people.” 

 

For more information: Laurence Gerard, Public Information Officer, UNOCT, gerardl@un.org