Jakarta, November 12, 2025 — Responding to the discourse on restricting online games that has recently been widely discussed, the Chairman of the Indonesian Game and Digital Content Association (AGKDI) emphasized that there is no scientific or empirical evidence that shows a direct link between online games and acts of violence against children.
“Games are not a source of violence, but rather a medium for entertainment, expression, and creativity. What’s far more influential on children’s behavior is their social environment, moral education, and emotional closeness within the family,” said Hendri Andrigo, Chairman of AGKDI.
The Indonesian Child Protection Agency (AGKDI) believes that policies restricting online gaming should not be taken reactively. Instead, parental guidance and communication with children regarding digital device use need to be strengthened. “In many cases, the root of the problem isn’t gaming, but rather a lack of parental interaction and guidance,” Hendri added.
Furthermore, Hendri highlighted that violent elements are found not only in games, but also in films, music, cartoons, and social media—which are far more difficult to control. Countries like Japan, South Korea, and China, even with more intense exposure to content, still have low rates of child violence. “This means that education and the quality of family relationships are more important than simply the type of content children consume,” he explained.

Game Restrictions Could Disrupt the National Creative and eSports Ecosystem
AGKDI warned that general restrictions without in-depth study could have a broad impact on the digital ecosystem, particularly the local gaming industry and the eSports sector.
Such measures could hinder the development of young eSports athletes, reduce investment interest, and disrupt the growth momentum of Indonesia’s creative economy in the gaming and technology sectors.
“The gaming industry is not just entertainment—it is part of the creative economy that absorbs labor, drives digital innovation, and elevates the nation’s reputation on the international stage,” Hendri emphasized.
Focus on Solutions: Digital Literacy and Collaboration
As a constructive step, AGKDI encourages a holistic, research-based approach through three main steps:
- Improving digital literacy for children, parents, and educators, accompanied by increasing interaction time between parents and children.
- Implement a rating system for games that is firm and integrated with the ESRB or PEGI system that already exists in Game Stores such as Play Store and others, the scope of which already includes national and international games.
- Encourage the development of local educational games, so that children continue to receive positive entertainment and build character.
AGKDI Commitment
AGKDI stated its readiness to collaborate with the government and various stakeholders to create a safe, healthy, and productive digital ecosystem—without stifling the enormous potential of Indonesia’s creative industry and electronic sports (eSports).
“What we need isn’t restrictions, but education and mentoring. With a balance between creativity and responsibility, the gaming industry can be a powerful force for the future of Indonesia’s young generation,” concluded Hendri Andrigo.
