Britain’s globalist—and increasingly authoritarian—state has found a new way to ‘fight extremism’: teach teenagers that asking the ‘wrong questions’ about mass immigration could make them terrorists.
According to newly surfaced materials, a government-funded video game now warns schoolchildren that doubting the positive effects of unrelenting mass migration will land them in the crosshairs of counter-terrorism authorities.
The program, called Pathways, is marketed as an “educational” interactive experience for students aged 11 to 18. In practice, however, it functions as a digital loyalty test, funded in part by the Home Office’s Prevent program, Britain’s controversial anti-extremism scheme.
The game goes something like this. Players are placed in the role of a white teenage character named Charlie, newly enrolled in college and navigating modern Britain’s ideological minefield. Every decision—what videos to watch, what opinions to express, even whether to research immigration statistics—is tracked by an in-game extremism meter.
The premise is simple and utterly unmistakable: curiosity is dangerous, skepticism is suspect, and deviation from approved liberal-globalist, views carries severe consequences. Choose the wrong dialogue option, and Charlie is flagged for “extreme right-wing ideology,” a category that now appears to include asking basic questions about national identity.
Even the character’s gender is carefully flattened. Regardless of whether players select a male or female avatar, Charlie is referred to exclusively as “they,” a telling detail in a game obsessed with left-liberal ideological conformity.
Early scenarios in the game set the tone. Charlie struggles academically and is outperformed by an Afro-British classmate, after which players are nudged toward ‘correct’ emotional responses while being warned against drawing conclusions about immigration or competition.
At several points, the game introduces online posts claiming the government prioritizes migrants over British veterans for housing. Players are encouraged to scroll past these claims silently. Engaging, questioning, or researching them triggers ominous warnings.
Attempting to “learn more” is portrayed as especially risky. The game depicts Charlie being overwhelmed by statistics, reports, and protest information. Instead of being framed as civic engagement, the game clearly suggests it’s a slippery slope into ideological contamination.
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