Indonesia

Indonesia Weighs Video Game Ban Following Jakarta School Blast

On 7 November 2025, a series of explosions struck a mosque inside a high school in Jakarta’s Kelapa Gading district, injuring at least 54 people, mostly students. In response, the Indonesian government is now considering sweeping restrictions on violent video games, linking them to youth behaviour. We will explore what happened, how the government is reacting, and whether digital games could have a real‑world impact. We’ll also look at what regulation might mean for freedom and safety.

Overview of the Jakarta School Blast

The incident occurred during Friday prayers at a state high school mosque in North Jakarta. Witnesses reported hearing two loud blasts just as the sermon began. Police say the blasts originated near the mosque’s loudspeaker area. Many victims suffered injuries from glass shards and smoke inhalation.
Authorities have identified a 17‑year‑old male student as the suspected attacker. Investigators are examining the suspect’s motives, including whether bullying or exposure to violent content played a role. The event has shaken public confidence and triggered urgent policy discussions in Indonesia.

Government Response and Proposed Video Game Ban

In light of the school attack, the government led by President Prabowo Subianto has instructed ministers to assess the possibility of banning certain online games. One game mentioned specifically is PUBG: Battlegrounds (and its mobile version). Officials argue that its use of weapons and battle mechanics may normalise violence. Beyond a full ban, the government has also proposed stricter age ratings. From January 2026, all games released in Indonesia must carry age‑rating labels (3+, 7+, 13+, 15+, 18+, RC).

We must note: previous regulations existed, but this is the most prominent push linking a violent incident at a school to gaming regulation. If passed, the timeline is short, and measures may be introduced while investigations into the blast continue. The government appears to act both as a regulator and as a symbol to reassure citizens.

Violent Video Games and Youth Behaviour

There is a heated debate among researchers about whether violent video games lead to real‑world aggression. Some studies show small correlations, but no clear proof that games directly cause violence. For example, arguments in Indonesia’s case point to the ease of learning weapons in a game environment and the “normalising” of violence. Yet, many experts caution that aggression is shaped by multiple factors, family environment, school bullying, mental health, and social isolation, not just games.
Internationally, some countries have imposed bans or restrictions on violent games, either temporarily or permanently, based on cultural or moral norms. Indonesia may be adding itself to this list. In this context, we must ask: are games the trigger, or merely the outlet for underlying issues? When we explore policy responses, we must remember that youth behaviour is complex.

Broader Implications

If Indonesia moves ahead with game bans or stricter regulations, several wider issues emerge.
Firstly, there is a tension between safety and freedom of expression. Games are a form of entertainment, and sometimes creation, but over‑regulation could stifle innovation or personal choice. Secondly, the country’s gaming industry may face major impacts. Indonesia is a growing market for mobile and online games; restrictions could reduce investment, jobs, or international partnerships. Thirdly, the move ties into global discussions on digital governance, youth protection, and how societies adapt to rapid technological change. In our interconnected world, what happens in one country often influences others.

As we consider balance, we must ask: How do we protect young people without unduly restricting their access to culture, entertainment, or innovation?

Conclusion

The high‑school blast in Jakarta has triggered a profound response in Indonesia. From linking the incident to violent video games to considering bans and rating systems, the government is navigating tough ground. While the links between gaming and youth behaviour remain debated, what is clear is the urgent demand for solutions. Whether those solutions will focus on games, broader youth support systems, or school safety remains to be seen.
In the end, we all share a responsibility to provide safe spaces for young people, empower informed choices, and uphold freedoms while promoting well‑being.

Disclaimer:

The content shared by Meyka AI PTY LTD is solely for research and informational purposes. Meyka is not a financial advisory service, and the information provided should not be considered investment or trading advice.

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