Mizulina Addresses Dota 2 Rumors and Fake Telegram Channels

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Reports that Dota 2 would be blocked in Russia are not accurate. In a recent interview, TASS quoted Ekaterina Mizulina, the president of the Safe Internet League, addressing the rumor directly.

She stated that the assertion about Dota 2 being banned on her behalf through a fake Telegram channel is false. The dissemination of such information has been attributed to an anonymous channel that pretended to represent Mizulina, touching on topics from anime to video games, the Ryodan youth movement, and even purported bans on songs by Shaman and the rapper Shadowraze within Russia. Mizulina emphasized that she did not authorize the channel and that the posts were not issued by her or any official affiliate.

Mizulina explained that she reached out to Telegram’s administration to report the fake channel and to request action, but she did not receive a reply. She described her steps to Roskomnadzor, Russia’s communications regulator, outlining a twofold request: to obtain feedback from Telegram’s user base and to take measures against the counterfeit channel, if it was found to be circulating misleading information across the platform.

The situation illustrates how misinformation can spread quickly online, sometimes leveraging recognizable names to lend credibility to false claims. Responsible authorities and platform operators have to balance the need to protect users from deception with the practical realities of moderating a vast, globally used service. In this case, the emphasis remains on clarifying the record and ensuring that any statements attributed to Mizulina are backed by official channels and clear, verifiable indications of authorship.

Historically, discussions around Valve’s Dota 2 have occasionally attracted attention for security and compliance reasons, including measures taken against accounts implicated in cheating. The broader context shows that gaming communities in Russia, and across the world, continually navigate how information about games is shared, contested, and moderated online. The emphasis in such scenarios is to verify claims, challenge misinformation, and rely on transparent communication from both regulators and platform operators to prevent the spread of unfounded rumors. Source attribution: TASS

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