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PH lawmakers investigate online grooming, stops blaming video games

Lawmakers are investigating the role of online grooming and violent digital communities in influencing minors after the June 22 Tacloban school shooting. The Senate inquiry zeroes in on how hidden online groups may have shaped the suspects’ actions and exposed children to exploitation.

Senator Risa Hontiveros said games are not the problem. She pointed instead to fake accounts and closed communities that groom children by exploiting their need to belong. Leads point to a violent online network called “764,” which allegedly promotes self-harm, sexual exploitation, and violence. The National Bureau of Investigation is now checking linked accounts.

Senate President Sherwin Gatchalian warned about violent extremism spreading through digital spaces. He called for a closer look at the wider “violent online ecosystem,” which includes bullying, violent games, and harmful social media content.

Akbayan Party-list Rep. Chel Diokno praised Hontiveros, adding “games are not the problem,” its the groomers, exploitation networks and extrimists that use the platforms to victimize children.

Senator Bam Aquino was one of the first to push back against proposals to ban video games in the Philippines, saying it’s not the right fix for youth violence. Instead, he proposed stricter access rules for minors.

Also Read: CICC confirms GoreBox blocked on Steam and Google Play

The Senate inquiry marks a push to address online grooming and violent communities that target minors. Lawmakers aim to improve monitoring, strengthen mental health support, and ensure schools are ready to protect children from digital threats.

Bryan Rilloraza has been a fixture in the local tech scene for over a decade, sharing his perspective as a tech enthusiast and industry veteran. Backed by an MBA from De La Salle University, a Bachelor’s Degree from the University of the Philippines, and 20 years of corporate experience in the telecommunications and banking sectors, Bryan provides a practical, real-world analysis of how technology serves the consumer.

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