a screen shot from the game. A young person stands next to a marina. Text on the screen reads: Charlie is receiving a grade on an important piece of coursework they submitted for their hospitality course at college
A still from the game

Computer game to teach dangers of extremism

Children and young people in Hull will have the chance to play a bespoke computer game designed to teach them about the dangers of extremism and radicalisation.

The interactive learning package, titled Pathways: Navigating Gaming, the Internet and Extremism is being made available to schools, education settings and community and youth organisations throughout the city.

With a particular focus on online interactions with the extreme right wing, pupils will play as a local character, navigating scenarios where they are exposed to extremist ideologies. The situations and behaviours the players must negotiate escalate as the game progresses, becoming increasingly extremist.

Created just for Hull and the East Riding, the game features local landmarks and institutions and is voiced in a local accent.

Cllr Linda Tock, whose portfolio includes Children, Young People, Families and Learning, said: “It’s vital to equip children and young people with the knowledge and skills they need to identify risk online. Understanding extremism and how it may look is extremely important. This game is a relatable, engaging way to introduce the topic of online radicalisation and help develop the media literacy needed to navigate online radicalisation.

“A lot of research and local knowledge has gone into the creation of this programme. Children and young people will find the physical landscape and voices they hear familiar, and the topics they will encounter are the ones we know are a particular risk here.

“Pathways is being made available to all schools, as well as education, community and youth organisations, ensuring all 11- to 18-year-olds have the opportunity to use it”.

Pathways ends with an explanation of the UK’s Prevent programme and a demonstration of Prevent support in relation to the choices the user has made throughout the game.

The objectives of the learning package are:

  • Encourage learning about the concept of extremism and radicalisation through the process of choice and safe exploration
  • Demonstrate the local threat picture of Extreme Right Wing activities specifically
  • Illustrate the scope of online dangers and radicalisation routes
  • Introduce and explain the Prevent Programme to young people
  • Equip young people with an understanding of the support available if they have concerns for themselves or others in relation to extremism.