Gaming Terror
On May 14, the Enforcement Directorate (ED) searched 14 locations across Delhi, Gujarat, Indore, and Srinagar in a FEMA case involving alleged overseas routing of funds collected through online gaming platforms. A day earlier, the Maharashtra Anti-Terrorism Squad (ATS) raided over 40 locations across nine districts, questioning 53 youths over suspected links to Pakistan-based gangster Shahzad Bhatti and radicalisation networks using Instagram reels, gaming chats, and encrypted apps.
Earlier, on May 7, ED arrested Deepak Singh, Prithvi Raj Singh, and Vikash Taneja in connection with a 10 billion money laundering case linked to real-money gaming apps such as RummyCulture. On March 25, 2026, security agencies arrested 12 persons across several states for alleged links to ISIS and Al-Qaeda in the Indian Subcontinent (AQIS). Investigators alleged the group used gaming apps to connect with foreign handlers, circulate extremist propaganda, and coordinate training plans.
These incidents reflect a broader international trend. In its July 2025 report on terrorist financing risks, the Financial Action Task Force (FATF) warned that extremist organisations increasingly exploit online gaming platforms for propaganda dissemination, recruitment, radicalisation, fundraising, and covert communication. The report also highlighted the misuse of virtual assets and in-game transactions for money laundering and terror financing.
Gaming platforms provide an attractive ecosystem for extremist actors because they combine anonymity, global reach, and real-time interaction. Handlers can approach vulnerable users – particularly young males – through casual conversations during gameplay, gradually building trust before introducing ideological narratives. The interactive and immersive nature of gaming also allows extremist content to spread organically through chats, livestreams, and online communities.
Since at least 2014, ISIS has adopted gaming aesthetics and mechanics to appeal to younger audiences. The group produced recruitment videos styled like first-person shooter games and developed modifications for Grand Theft Auto V that enabled users to simulate terrorist attacks. Hezbollah similarly released game-inspired propaganda content. Following the 2019 Christchurch mosque attacks, extremists recreated the massacre in games such as Roblox and Doom. The attacker had livestreamed the assault in a first-person, game-like format. Analysts have linked these techniques to a broader strategy of “gamification”, where violence is normalised through immersive narratives, challenges, and social interaction.
UN reports have warned about “funnel strategies” in which users are moved from mainstream gaming spaces into encrypted extremist networks. In Singapore, authorities arrested persons in 2023 for creating and distributing Daesh-themed games online. Investigations in India have similarly pointed to the use of PUBG-style applications, gaming chats, and Discord-linked channels for radicalisation and recruitment. Maharashtra ATS investigations also highlighted the role of gaming chats alongside Instagram and encrypted applications in Pakistan-backed influence operations targeting youth.
Gaming platforms are increasingly vulnerable not only to radicalisation but also to financial abuse. In-game currencies and digital items – including Fortnite V-Bucks, Counter-Strike skins, and other virtual assets – can be used to layer illicit funds and move money across borders with limited traceability. Criminals may purchase virtual items using stolen cards or illicit cash, transfer them between accounts, and convert them back into legitimate currency through secondary marketplaces. Investigations in several jurisdictions have found extensive use of gaming ecosystems for laundering operations because transactions are small, rapid, and difficult to monitor.
The Indian government has responded through app bans and tighter regulation. Under Section 69A of the IT Act, authorities banned several gaming applications, including PUBG Mobile, Free Fire, Clash of Kings, and other Chinese-origin games, citing national security and data privacy concerns. Battlegrounds Mobile India (BGMI), the India-specific version of PUBG developed by Krafton, also faced restrictions, before later being allowed under compliance conditions.
In August 2025, India enacted the Promotion and Regulation of Online Gaming (PROG) Act, effectively prohibiting real-money online gaming platforms, where users deposit money with expectations of winnings. The accompanying rules, enforced from May 1, 2026, targeted betting-style and fantasy gaming platforms such as Dream11, MPL, PokerBaazi, RummyCircle, and others. Authorities have additionally blocked thousands of illegal betting and gambling websites.
Despite these measures, enforcement challenges remain substantial. Many gaming platforms still lack strong Know Your Customer (KYC) and Anti-Money Laundering (AML) safeguards, while encryption, pseudonymity, and high transaction volumes complicate detection and monitoring. The rapid expansion of online gaming, particularly among younger users, has created opportunities for terrorist organisations, criminal syndicates, and extremist propagandists to exploit digital spaces that were originally designed for entertainment.
While the overwhelming majority of gamers engage purely for recreation, the misuse of gaming ecosystems for radicalisation, covert communication, and financial crime has transformed online gaming into an emerging security concern. Governments and technology companies increasingly face the challenge of balancing digital freedoms and commercial innovation with the need to counter evolving threats in virtual environments.