About Us
Why banning GoreBox misses the real problem
- Art Samaniego
- PHT
- CICC, GoreBox
DECODED: TECH, TRUTH, AND THREATS
In the aftermath of the Tacloban school shooting, attention quickly turned to the online game GoreBox after authorities raised concerns about its violent content. The Cybercrime Investigation and Coordinating Center (CICC) eventually moved to block access to the game, saying that developers need to improve safeguards to prevent minors from accessing it.
While protecting children online is a goal that everyone supports, banning GoreBox may not be the most effective solution. More importantly, it risks diverting attention from a much larger issue, the failure to enforce age ratings and parental supervision.
One fact often overlooked in the discussion is that GoreBox carries an 18+ age rating. That label is not a marketing suggestion. It is not a recommendation that parents may casually ignore. It is a warning that the game contains content intended exclusively for adults.
The gaming industry, much like the movie industry, uses age classifications to inform parents and consumers about potentially disturbing content. When a game is rated 18+, it generally contains graphic violence, mature themes, strong language, or other content considered unsuitable for children.
The question therefore should not be why an adult game contains adult content. The real question is why children were able to access it in the first place.
Expecting an adult-oriented game to remove or significantly tone down the very content that led to its 18+ classification is like demanding that adult websites fully clothe their actors so minors can safely view them. The entire premise misunderstands the purpose of age restrictions.
Adult content exists in many forms across the internet. The responsibility of protecting minors from that content does not begin with redesigning every adult platform to accommodate children. It begins with keeping children away from spaces that were never intended for them.
Even if GoreBox disappears tomorrow, the problem will remain.
There are hundreds of other games with similar mechanics, violence levels, and user-generated content. Children can easily migrate to alternative platforms within hours. History has repeatedly shown that banning a specific app, website, or game rarely eliminates the underlying behavior. Users simply move elsewhere.
The internet does not operate like a physical store where authorities can lock a single door and expect the problem to disappear.
More importantly, investigators and cybersecurity researchers examining the Tacloban incident have pointed to broader concerns involving online communities, extremist content, radicalization, cyberbullying, and potentially harmful digital influences. Focusing solely on one game risks oversimplifying a complex issue that likely involves multiple factors.
Parents should also understand that modern games are no longer just games. Many function as social platforms where players chat, exchange messages, join groups, and interact with strangers. The greatest risks are often not the graphics on the screen but the people behind the keyboards.
The long-term solution is not censorship but education, supervision, and enforcement.
Parents must pay attention to age ratings before allowing downloads. Device-level parental controls should be enabled. Children should be taught digital citizenship from an early age. Schools should include internet safety, online manipulation, and responsible technology use in their curricula. Platforms should strengthen age verification where practical. Government agencies should invest more resources in digital literacy campaigns.
Most importantly, society must stop treating age ratings as optional.
When a game says 18+, it means 18+.
The lesson from this tragedy should not be that every adult game must be redesigned for children. The lesson should be that children should not be inside adult spaces in the first place.
If we fail to address that fundamental issue, today’s ban will simply become tomorrow’s migration to another platform.
