When Games Turn Dangerous
Why kids fall for harmful online groups and how to stop it.
Posted August 11, 2025 | Reviewed by Jessica Schrader
The Roblox “Spawnism” phenomenon is a chilling example of how make-believe worlds can be twisted by predators to cause real harm (Sellman, 2025). It’s not the first time this has happened. Research has shown that immersive online spaces can be fertile ground for grooming and coercion (Robertson, 2024). What began as a harmless role-play feature in a Roblox game called Forsaken, centered around a fictional “Spawn” deity that supposedly offered reincarnation, was hijacked by bad actors. They took a made-up storyline and turned it into a dangerous belief system.
These individuals didn’t just spread strange ideas. They targeted vulnerable kids and teens, convincing some to carve the cult’s symbol into their own skin, perform degrading acts on camera, and in the worst cases, spiral into severe self-harm . The way it unfolded was calculated. First, predators looked for children who were already struggling, such as those showing signs of depression , loneliness , or even curiosity about self-harm. Once they’d made contact in the games, they moved the conversations to less-policed spaces like Discord. There, away from watchful eyes, they built trust, created a false sense of belonging, and pushed the children into escalating rituals, binding them to the group through secrecy, fear , and emotional manipulation.
This kind of influence doesn’t just happen because kids are “too young to know better.” It happens because adolescence is a vulnerable time. It’s a period of figuring out who you are, where you fit, and what you believe. Many young people crave acceptance and purpose, and groups like these exploit those needs. Online games are especially risky in this context. They’re immersive, full of constant feedback, and designed to bring people together. When safeguards are weak, the same elements that make games engaging can make them the perfect hunting ground for predators.
Why Kids Get Drawn In
Social psychology has long shown that young people are more likely to fall under undue influence when they’re searching for meaning, identity , and belonging. Cult-like groups, whether in person or online, are skilled at offering these things in the form of gripping stories, emotional rewards, and a sense of exclusivity (Teply, 2023). In the Spawnism case, the idea of “respawning” after death wasn’t just a game mechanic. It was presented as a secret, powerful truth. Being “in” on it meant you were special.
Predators also know that controlling someone means cutting them off from outside voices. Best (2018) explains that manipulative leaders isolate members from anyone who might question the group’s narrative and make them dependent on the group for validation. Online, this plays out in a digital echo chamber where outsiders including parents, teachers, friends are painted as “non-believers” or even enemies.
Technology can make this worse. Newland (2022) points to features like Roblox’s “trusted connections” voice chat, which relaxes safety filters. This makes it far easier for strangers to get direct access to children without being flagged or blocked. Once that private channel is open, predators can build ongoing communication and influence under the radar.
There’s also the issue of media literacy. Eichel (2015) notes that children deeply engaged in role-playing environments are more likely to blur the line between what’s fictional and what’s real, especially if someone they trust is reinforcing the illusion. That’s exactly the weakness Spawnism recruiters preyed upon.
What Can Be Done to Protect Children
Preventing situations like this isn’t about one simple fix. It takes work from all sides including educators, parents, and effective safety measures on the platforms kids use every day. The first and most important step is teaching young people how to think for themselves when they’re online. That means moving past the old “don’t talk to strangers” advice and showing them what manipulation actually looks like, such as excessive flattery, trying to scare them into compliance, or offering “special” insider status. Kids need to feel confident asking, “Does this make sense?” and checking the facts, even when it’s coming from someone they trust in what seems like “just a game.”
Parents have a large role to play, but striking a balance is critical. Watching every move a child makes online can drive them toward secrecy. Instead, know what games they play, what platforms they use, and who they interact with. It means having open conversations about strange or uncomfortable encounters online—without jumping to punishment , so kids feel safe coming forward.
The companies behind these platforms have responsibilities too. Spawnism showed just how dangerous safety loopholes can be. Platforms must have stronger systems for detecting harmful communities, faster ways to shut them down, and tighter controls on features that make private contact easy. Regulators have the power to fine companies that don’t protect children, but those rules need to keep pace with the speed at which online threats change.
Finally, early intervention matters. If a child suddenly withdraws from friends, becomes secretive, or shows signs of self-harm, it’s a warning sign that something may be wrong. Involving mental health professionals early can make it much easier to break the hold of a manipulative group before it becomes too entrenched.
Conclusion: Turning Awareness Into Action
Spawnism isn’t the only strange online fad. It’s part of a bigger and more troubling pattern. Harmful online communities are targeting kids by combining psychological manipulation with gaps in online safety. It’s a mix of emotional need, developmental vulnerability, and technological blind spots. The solution has to be equally layered: giving young people the skills to think critically, keeping communication open between kids and the adults who care for them, and holding online platforms to account when they fail to protect their youngest users.
Fictional worlds can spark creativity , build friendships, and bring joy. But without boundaries and oversight, they can also be warped into tools for exploitation. Spawnism shows just how high the stakes can be when that happens.
Best, J. V. C. (2018). Cults: A psychological perspective (Master’s thesis). Columbus State University.
Eichel, S. K. D. (2015). Cults, extremist movements, and the child custody evaluation: Pitfalls and strategies. In A. J. Figley (Ed.), Handbook of stress and the family (pp. 345–362). Springer.
Newland, E. (2022). Extreme religion, extreme beliefs: Comparing the role of children's rights in extremist religions versus extremist cults (QAnon). Children’s Legal Rights Journal, 42 (2), 201–220.
Robertson, H. S. (2024). Coercion, conversion, control: Techniques utilized to recruit and indoctrinate new members into cult organizations (Undergraduate honors thesis). Portland State University.
Sellman, M. (2025, August 10). Roblox ‘Spawnism cult’ is recruiting vulnerable children to self-harm. The Times of London
Teply, A. L. (2023). Undue influence and destructive cults in the digital age: Analyzing the BITE model for the age of destructive internet groups (Doctoral dissertation). University of Toledo.
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Sam Goldstein, Ph.D. , is an adjunct faculty member at the University of Utah School of Medicine and co-author of Tenacity in Children.
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This article is part of the Bringwise Psychology Journal — daily insights on human behavior, mental health, and personal growth.