Case Study
The Prevent video game that treats every teenager like a far-Right extremist
09 Jan 2026 · The Telegraph
Summary
A UK government initiative's computer game, 'Pathways,' designed for teenagers, warns players that questioning mass migration or researching immigration statistics could lead to referral to anti-terrorism programs. This is criticized for framing legitimate concerns as extremism, functioning as a tool of ideological enforcement under the guise of media literacy.
Detailed Explanation
The 'Pathways' computer game, funded by the UK Home Office's Prevent initiative, is designed to teach media literacy to teenagers aged 11-18. However, its mechanics have been criticized for enforcing a specific ideological viewpoint by equating critical engagement with mass migration or research into immigration statistics with potential extremism. The game includes an 'extremism' meter that rises when players question mass migration, research immigration statistics, share critical videos about migrant accommodation, or protest the 'erosion of British values.' Depending on choices, characters may face counseling, workshops, or referral to Prevent and Channel, government schemes for those raising 'terrorism concerns.'This case fits the Oppressionism framework through the tactic of 'Ideological Prefiltering,' where an educational tool screens or flags individuals based on their views on a sensitive topic. The game's design implies that questioning government policy or analyzing migration data is inherently suspect and could lead to being labeled a potential extremist. This aligns with 'Speech as Harm,' where lawful expression is treated as danger or offense requiring intervention. Though government-funded rather than corporate, the initiative exhibits characteristics of 'Corporate Ideological Compliance' by imposing a specific ideological stance and treating dissent or critical inquiry as a risk. The intended effect is to chill legitimate debate and enforce a particular narrative around migration, shaping the information environment and influencing judgment before individuals are even aware of the ideological framing. The game's purpose therefore shifts from media literacy to ideological enforcement, where questioning or researching is framed as potentially harmful, leading to punitive measures within the game's narrative.
Justification
This case exemplifies Oppressionism through the use of a state-funded educational tool, 'Pathways,' which functions as an ideological prefiltering mechanism. By warning teenagers that questioning mass migration or researching immigration statistics can negatively impact an 'extremism' meter and lead to referral to anti-terrorism programs, the game effectively equates legitimate discourse and inquiry with potential extremism. This aligns with the Oppressionism playbook of controlling vocabulary and framing debate. Presented as a 'media literacy' tool, the game operationalizes Oppressionism's logic by creating an environment where dissent or critical questioning on sensitive topics is pathologized and treated as a risk. This is a form of 'Speech as Harm,' where lawful expression is punished or investigated due to the potential for offense or perceived danger. It also aligns with 'Corporate Ideological Compliance' principles by enforcing ideological conformity within an institutional context (government initiative). The mechanism creates an effect where young people may self-censor or avoid engaging with complex issues for fear of being flagged, thereby chilling legitimate debate and enforcing a specific ideological narrative around migration.
Effects
Teenagers are potentially led to believe that questioning mass migration or researching immigration statistics constitutes extremism, risking referral to anti-terrorism programs. This creates an environment where legitimate concerns about immigration policy or national identity are framed as inherently suspect or dangerous, chilling open discussion and potentially enforcing a singular ideological viewpoint.