Behind the screen, when online games turn into hidden pressure - By Zaid K. Maaytah
Many parents today see the same familiar scene at home: a teenager sits quietly in their room, phone in hand, headphones on, spending long hours online. In most cases, this is harmless. Gaming has become a normal part of teenage life, and for many young people it is simply a way to relax, connect with friends, and enjoy free time.
But sometimes the digital world can become something darker. In recent years, there has been growing concern in Jordan and around the world about online games, secret groups, and challenge-based communities that slowly draw teenagers into harmful behaviour. These spaces often begin with simple tasks, strange messages, or invitations to join an “exclusive” group, then gradually become more manipulative and emotionally harmful. The concern is not only about one game or one platform; the bigger issue is understanding why some teenagers feel attracted to these spaces in the first place.
Teenage years are full of curiosity, strong emotions, and a need to feel accepted. Young people want to feel noticed, valued, and part of something bigger than themselves. Harmful online groups understand this very well. They often make teenagers feel special, important, or different from others. They offer mystery, excitement, and the feeling of belonging to a secret group.
People are more likely to accept harmful things when they happen little by little. A dangerous challenge rarely begins with something extreme; it often starts with a harmless task, a private conversation, or a small request that does not seem important. Once someone agrees to one step, it becomes easier to agree to the next, and over time, what once seemed strange can begin to feel normal.
Loneliness also plays an important role. Teenagers who feel isolated, misunderstood, or under pressure may be more likely to search for connection online. Some struggle with school pressure, family stress, bullying, or a lack of close friendships, and in these moments, harmful groups can appear attractive because they offer attention and a sense of belonging.
This is why awareness campaigns should not depend only on fear. Simply telling teenagers that something is dangerous is often not enough, and sometimes it can even make them more curious. Young people do not want to feel controlled; they respond better when they feel respected and understood.
A better approach is to help teenagers understand how some online groups try to influence people. They should know how secrecy, pressure from others, and small challenges can slowly pull someone in. They should also understand that not every online group is built on real friendship, and that some people use kindness and attention only to control others.
Families have a major role to play, but not through strict monitoring alone. Many teenagers hide what they are doing online because they are afraid of punishment or judgment. Parents who build trust, ask calm questions, and take an interest in the games and platforms their children use are more likely to notice early warning signs.
Schools also have an important responsibility. Digital safety should become part of everyday education, just like physical health or road safety. Students need places where they can talk openly about what they see online without fear or embarrassment.
Role models may be one of the strongest tools in raising awareness. Teenagers often listen more closely to people they admire than to official campaigns. This includes athletes, influencers, content creators, and even other teenagers.
When a popular football player, influencer, or student leader speaks honestly about online pressure and the importance of asking for help, the message becomes more real. A short video from a young influencer may sometimes have more impact than a long official lecture.
Youth clubs, sports teams, volunteer work, and creative activities also matter. Teenagers who have strong friendships, hobbies, and goals outside the screen are often less vulnerable to harmful online spaces.
Most online games are not dangerous, and most teenagers use them safely. The real challenge is not gaming itself, but emotional vulnerability combined with harmful online environments. Protecting young people does not begin with fear; it begins with trust, awareness, and making sure every teenager feels that they have someone to speak to before the digital world becomes their only refuge.