JAKARTA – The Indonesian government is currently evaluating the potential for strict regulatory limitations on the popular online battle royale game, PlayerUnknown’s Battlegrounds (PUBG). This move follows a disturbing violent incident at SMAN 72 in North Jakarta, which has ignited a national debate regarding the influence of digital content on the psychological development and behavior of minors.

The Ministry of Communication and Digital (Komdigi) has initiated a preliminary review to determine whether the game’s mechanics—specifically those featuring realistic combat—contribute to aggressive behavior among students.


1. The Catalyst: A Call for Digital Accountability

The impetus for this policy review stems from an incident at SMAN 72, North Jakarta, which has sent shockwaves through the Indonesian educational landscape. While investigations into the specific triggers of the incident are ongoing, government officials have identified the prevalence of hyper-realistic violent gaming as a focal point of concern.

Minister of Communication and Digital, Meutya Hafid, speaking on Monday, November 10, 2025, confirmed that the ministry has commenced a deep-dive analysis into the game’s structural elements.

"If asked specifically about PUBG, our initial analysis reveals elements of intense violence, the depiction of realistic weaponry, the use of aggressive language, criminal subtexts, and horror elements such as gore and psychological threats," Meutya stated. "Based on these findings, the game inherently aligns with an 18+ maturity rating, necessitating tighter oversight."


2. Chronology of Policy Development

The government’s scrutiny of PUBG is not an isolated reaction but part of a broader, systemic effort to regulate the digital ecosystem for children. The timeline of these regulatory shifts highlights a growing urgency within the administration:

  • March 2025: The government enacted Government Regulation (PP) Number 17 of 2025, known as the "Tunas Regulation" (Pelindungan Anak di Ranah Digital). This mandate requires all digital platforms, including game developers, to implement rigorous age verification and risk-profile-based access controls.
  • October 2025: The implementation of the Indonesia Game Rating System (IGRS) became mandatory, requiring all games circulating in the country to display clear, government-approved age and content classifications.
  • November 2025: Following the SMAN 72 incident, the Ministry of Communication and Digital officially began an audit of high-risk gaming titles, with PUBG serving as the primary subject of investigation.

3. Regulatory Framework: The "Tunas" Regulation

The core of the government’s argument rests on the PP Tunas regulation. Minister Meutya emphasized that the government is not seeking to ban gaming as a medium, but rather to mitigate the risks associated with specific, high-intensity digital features.

"Gaming is a key cluster within the PP Tunas regulation," Meutya explained. "Features that pose high risks—such as anonymous interaction, impulsive in-app purchasing, and exposure to unmitigated violent content—must be restricted or disabled in services widely used by minors."

The government acknowledges that the gaming industry is a vital component of the digital economy, contributing significantly to Indonesia’s GDP. Consequently, the Ministry intends to balance economic interests with the non-negotiable protection of child safety. "We are being very meticulous. We are examining each case individually to ensure that our decisions are proportionate and strategic," she added.


4. Institutional Perspectives: KPAI’s Stance

The Indonesian Child Protection Commission (KPAI) has thrown its full weight behind the government’s proposal. Chairwoman Margaret Aliyatul Maimunah, who visited victims at the Cempaka Putih Islamic Hospital, argued that the normalization of combat in digital media cannot be ignored.

"If it is for the protection of children, then it must be done. It must be regulated," Margaret stated. KPAI has announced plans for an emergency plenary session to address the intersection of cyber-safety and physical school-based violence.

KPAI’s focus is twofold:

  1. Cyber-Safety Enhancement: Strengthening oversight of online environments to protect minors from negative content.
  2. Bullying Mitigation: Investigating the correlation between online gaming aggression and the escalation of real-world bullying or intimidation among students.

5. Academic Caution: The Need for Nuance

While policymakers seek swift action, experts urge a more analytical approach. Lukman Hakim, a Lecturer of Informatics at the Universitas Muhammadiyah Surabaya, warned against the dangers of "knee-jerk" reactions.

"The government’s intent is noble, but this policy must be evidence-based and balanced," Lukman noted. "If we view this only as an emotional response, we risk ignoring the root causes of the problem. Gaming is often a psychological escape for teenagers suffering from stress, depression, or social pressure."

Lukman argues that focusing solely on PUBG risks creating a "scapegoat" effect. He suggests that the focus should instead shift toward developing a better early-detection system for mental health issues within the school environment. "If we ban a game without addressing the underlying systemic issues—like the lack of school counseling or peer-to-peer social support—we aren’t actually solving the violence; we are just changing the medium," he added.


6. Global Precedents: How Other Nations Handle PUBG

The debate in Indonesia reflects a global struggle to categorize and manage the impacts of battle royale games. Several nations have previously implemented restrictive measures, providing a roadmap—and a cautionary tale—for the Indonesian government:

Afghanistan

The Afghanistan Telecommunications Regulatory Authority (ATRA) suspended PUBG Mobile after consultations with psychologists and security experts, citing the game’s "destabilizing" social impact.

Bangladesh

In 2022, the High Court of Bangladesh ordered a ban on PUBG and Free Fire, labeling them "destructive apps" that allegedly degraded academic performance and increased behavioral toxicity among the youth.

India

India’s experience is perhaps the most complex. In 2020, the government banned the original PUBG Mobile, citing national security and data privacy concerns. However, the game eventually returned as Battlegrounds Mobile India (BGMI), a localized version managed by a South Korean firm, proving that regulation can sometimes lead to localized, safer versions of global content.

Nepal

Nepal experienced a legal rollercoaster; the district court initially banned the game, but the Supreme Court later overturned the decision, arguing that a total ban infringed upon constitutional rights regarding freedom of expression and the right to play.

Jordan & China

Jordan imposed a ban in 2019 citing aggressive behavior, while China has maintained a strictly controlled version titled Game for Peace, which is scrubbed of certain violent visual effects to comply with domestic moral and social guidelines.


7. Implications for the Future

The potential restriction of PUBG in Indonesia represents a critical juncture for the country’s digital governance. It pits the rapid growth of the e-sports industry—a massive economic engine for the youth—against the government’s mandate to safeguard the mental well-being of the next generation.

As the Ministry of Communication and Digital moves forward with its review, the industry awaits clear directives. If the government opts for a path similar to India’s "localized version" model, developers may be forced to overhaul the game’s mechanics specifically for the Indonesian market, potentially removing gore and limiting play hours for underage users.

However, as experts like Lukman Hakim have pointed out, the broader conversation must remain focused on the person, not just the platform. The incident at SMAN 72 serves as a tragic reminder that the digital and physical worlds are now inextricably linked. Whether a ban on PUBG will effectively curb school violence remains a subject of intense debate, but the demand for a safer digital environment for Indonesian children has never been clearer.


For further discussion on the impact of digital media on youth development, stay tuned to the detikPagi program, airing Monday through Friday, 08:00–11:00 WIB, or follow our live coverage at 20.detik.com.

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