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SECURE COMMUNITIES FORUM  ·  PRELIMINARY SURVEY REPORT

Gaming Safety Stories

Hate speech, extremism, and player experiences in online games

Conducted by the Secure Communities Forum with international academic and security partners.

ABOUT THE SAMPLE

A preliminary study, read as a diagnostic

The SCF, in collaboration with international partners, embarked on a mission to understand the current state of extremism and recruitment encountered in multiplayer game spaces. This report draws on 70 respondents collected across two deployments of the same questionnaire. It is a small, geographically concentrated sample, best read as an early window into the experiences of young adult gamers in 2026 rather than a representative picture of the global player base.

70

valid respondents across two survey deployments

7

countries represented

​

​

57%

based in the United Arab Emirates (40 of 70)

70%

aged 18 to 25, and 77% enrolled in university

​

RESPONDENTS BY COUNTRY

UAE

Singapore

Israel

United States

Indonesia

Japan

Maldives

Not disclosed

HEADLINE SIGNALS FROM THE STUDY

What players are experiencing

75%

encountered hate speech, harassment, or toxic behaviour in the past six months

~78%

first encountered harmful content before turning 18

45.7%

cited voice chat as the top surface for harmful behaviour

65%

still say gaming gives them belonging or comfort

Preliminary sample of 70 respondents; percentages are indicative, not population estimates.

WHAT THE DATA SHOWS

Key findings

41.5%

reported encountering hate speech, harassment, or toxic behaviour six or more times in six months.

12.8%

received explicit invitations to off-platform spaces tied to ideological content.

~40%

encountered material that was either extremist or ambiguous enough that they could not classify it.

~28%

first encountered harmful content before turning 13, underscoring how early exposure begins.

28.8%

witnessed another player being exposed to or influenced by extremist ideas through gaming.

29.8%

of those who filed a report received no response at all, pointing to a moderation gap.

THE CONTENT PLAYERS DESCRIBE

Extremist themes surfaced most often

Religious persecution, including antisemitism and Islamophobia, was the most frequently identified extremist theme, followed by white supremacist content.

Religious persecution

Antisemitism

Islamophobia

White supremacist content

Coded / sarcastic material

Gender-based harassment

Select Feedback

"The gaming environment is not for the weak. As a woman, I know that when I am approached, they only want one thing, and it is my choice to go with it or know my worth and stop it right there and then. If you are a parent, please check who your kid is playing with."

WHAT PLAYERS ASKED FOR

Protect these spaces, not restrict them

Despite what they encounter, most respondents value gaming as social infrastructure. When asked what would help, they prioritised concrete safety improvements over blunt restrictions.

30.2%

Better moderation

26.1%

Safer communities

17.6%

Clearer reporting tools

"When I used to be a kid, I met older people who provided me with a safe space to play and usually protected me from toxic behavior online, sometimes providing me with life advice."

GLOBAL WORKING GROUP

Developed by an international panel

The survey instrument was designed by practitioners and researchers across policing, counter-extremism, academia, and industry.

Dr. Omer Ali Saifudeen

Assistant Dean, Graduate Studies Affairs, Rabdan Academy

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1st Lt. Sultan Al Dahbashi

Head, Permanent Alliances Development Branch, UAE MOI

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Prof. Razwana Begum Abdul Rahim

Head, Global Security & Strategy Graduate Programme, SUSS

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Eitan Charnoff

Secretariat, Secure Communities Forum

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Prof. Stan Gilmour

Former Senior UK Police Officer

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Nicholas Aaron Khoo

Senior Advisor, Global Esports Federation

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Galen Lamphere-Englund

Co-Founder, Extremism and Gaming Research Network

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Tore Refslund Hamming

Researcher and Consultant

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Lt. Col. Hamad Alhammadi

Regional Police Attaché, Asia and Pacific, UAE MOI

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Parul Vyas

Financial Crime & Digital Assets, Coinbase

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Read the full findings

The complete report covers methodology, the full literature review, platform and communication data, extremist content prevalence and forms, early exposure, and player-identified solutions.

A research project of the Secure Communities Forum  ·  May 2026

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