Vladimir Logunov, the vice-president of Roskomnadzor, argues that computer games should steer clear of what he calls historical substitution facts. This stance was voiced during the Army-2023 forum and relayed by TASS, underscoring a broader effort to shape how players interpret history and current events in both real and virtual spaces. The message goes beyond censorship; it signals a desire to guide public perception toward a more measured, fact-based understanding of past and present realities within digital media and gaming culture.
The ministry stresses the aim of fostering a balanced worldview among audiences by promoting the values of family life and human dignity. In practical terms, this means encouraging game designers and publishers to consider the impact of their narratives, character portrayals, and historical references on players, particularly younger audiences who are forming their political and cultural identities. It is part of a wider dialogue about how entertainment intersects with ethics, civic responsibility, and social cohesion, where the boundaries between creative freedom and social influence are continually negotiated.
Earlier remarks from the Russian leadership during a discussion at the ANO Russia – Land of Opportunity Supervisory Board highlighted a similar sentiment. The president indicated that computer games should assist in personal development and in teaching universal human values, while simultaneously invoking a sense of patriotic spirit and national pride. The emphasis lies not on restricting play but on ensuring that games contribute positively to readers and gamers, cultivating resilience, empathy, and a shared sense of national purpose within a plural, global landscape.
The head of state also observed that while computer games form part of a substantial multi-billion dollar industry, monetary considerations should not eclipse the intrinsic educational and cultural value they can provide. This viewpoint frames gaming not as a mere entertainment commodity but as a potential tool for growth, knowledge, and social bonding. It points to a future where developers, educators, and policymakers collaborate to harness the medium in ways that reinforce constructive values without stifling innovation or reducing creativity to profit alone.
In recent disclosures, Dmitry Peskov, the press secretary to the president, clarified that the president has a reserved personal stance toward playing computer games. He noted that he himself has not observed the president engaging in video games, a remark aimed at demystifying the public image of leadership and separating personal leisure from official policy. The clarification reflects a careful balance between public interest in presidential preferences and respect for personal boundaries, while still acknowledging the broader conversation about gaming’s place in society.
Roskomnadzor has, for the first time in this context, taken a strong stance on digital content by addressing a major messaging platform. The agency has emphasized its readiness to act when a platform declines to remove information deemed prohibited, signaling its willingness to exercise regulatory authority to maintain information discipline online. This move showcases the ongoing tension between free expression in digital spaces and regulatory safeguards intended to protect audiences from content considered harmful or deceptive. It also signals a broader trend toward accountability and responsibility among global tech platforms operating within Russia’s digital ecosystem, with potential implications for users, developers, and service providers alike.