UK Government Video Game Teaches Teens Questioning Mass Immigration Could Make Them Terror Suspects

Teenager playing video games via Needpix

Britain’s globalist—and increasingly authoritarian—state has found a new way to ‘fight extremism’: teach teenagers that asking the ‘wrong questions’ about mass immigration could make them terrorists.

According to newly surfaced materials, a government-funded video game now warns schoolchildren that doubting the positive effects of unrelenting  mass migration will land them in the crosshairs of counter-terrorism authorities.

The program, called Pathways, is marketed as an “educational” interactive experience for students aged 11 to 18. In practice, however, it functions as a digital loyalty test, funded in part by the Home Office’s Prevent program, Britain’s controversial anti-extremism scheme.

The game goes something like this. Players are placed in the role of a white teenage character named Charlie, newly enrolled in college and navigating modern Britain’s ideological minefield. Every decision—what videos to watch, what opinions to express, even whether to research immigration statistics—is tracked by an in-game extremism meter.

The premise is simple and utterly unmistakable: curiosity is dangerous, skepticism is suspect, and deviation from approved liberal-globalist, views carries severe consequences. Choose the wrong dialogue option, and Charlie is flagged for “extreme right-wing ideology,” a category that now appears to include asking basic questions about national identity.

Even the character’s gender is carefully flattened. Regardless of whether players select a male or female avatar, Charlie is referred to exclusively as “they,” a telling detail in a game obsessed with left-liberal ideological conformity.

Early scenarios in the game set the tone. Charlie struggles academically and is outperformed by an Afro-British classmate, after which players are nudged toward ‘correct’ emotional responses while being warned against drawing conclusions about immigration or competition.

At several points, the game introduces online posts claiming the government prioritizes migrants over British veterans for housing. Players are encouraged to scroll past these claims silently. Engaging, questioning, or researching them triggers ominous warnings.

Attempting to “learn more” is portrayed as especially risky. The game depicts Charlie being overwhelmed by statistics, reports, and protest information. Instead of being framed as civic engagement, the game clearly suggests it’s a slippery slope into ideological contamination.

Eventually, Charlie encounters an invitation to join a group called “Action for Britain,” or to attend a protest opposing the erosion of British values. Accepting leads to near-arrest scenarios and stern lessons about how such gatherings are really about ‘racism,’ not patriotism.

Lose the game, and the consequences are enlightening. Charlie is referred by a teacher to Prevent, where counseling and workshops are imposed to correct “ideological thoughts,” as if dissent were some kind of cognitive malfunction.

This initiative did not emerge in a vacuum. Local councils in East Yorkshire developed Pathways amid rising tensions over migrant housing, particularly after protests erupted near hotels used to accommodate asylum seekers.

One of the more uncomfortable realities is that these areas have already been the focus of repeated Prevent interventions—interventions that failed to stop real violence. In one high-profile case, a murderer had reportedly been referred to Prevent multiple times prior to committing his crimes.

The statistics make the government’s priorities difficult to ignore. Official Home Office figures show that nearly 20 percent of Prevent referrals now concern so-called right-wing extremism, compared to just 13 percent involving Islamist cases.

This imbalance persists despite MI5 itself admitting that Islamist threats account for roughly three-quarters of its counter-terror workload. Apparently, teenage boys googling migration statistics now rank alongside actual terror networks.

The organization behind the game, Shout Out UK, insists it offers “impartial media literacy.” Its leadership claims the goal is to equip students with lifelong tools to protect themselves from harmful ideas—an assurance delivered with all the warmth of a compliance seminar.

Government spokesmen, for their part, defend the program as a success, boasting of thousands diverted from violent ideologies. They simultaneously insist they are “furious” about illegal migration, even as their policies suggest the real threat lies in discussing it.

To critics, of which there are no doubt many, Pathways represents something far more troubling than a clumsy, out-of-touch educational tool cooked up by global liberals. It is a glimpse into a Britain where the state no longer trusts its own citizens—especially its youth—to think freely without supervision.

The game’s message is brutally clear. In modern Britain, the line between civic concern and criminal suspicion is thin, and asking the wrong questions may be all it takes to cross it.

The post UK Government Video Game Teaches Teens Questioning Mass Immigration Could Make Them Terror Suspects appeared first on The Gateway Pundit.