Banning GoreBox may seem like the easiest response to the recent shooting involving two minors at San Jose National High School in Tacloban, Leyte. But while the game has become the center of public attention, youth violence is a far more complex issue than a single application can explain.
According to the Police Regional Office Eastern Visayas (PRO) 8 director Brig. Gen. Jason Capoy, one of the two minors was allegedly playing an online gaming application called “GoreBox” before the incident. The minor had also reportedly been brought to a shooting range in the past. Although he was not considered proficient in handling firearms, authorities said he knew how to manipulate a gun, including releasing its magazine.
The Cybercrime Investigation and Coordinating Center (CICC) described the online application as a “chaotic, physics-driven sandbox game where creativity meets unrestrained destruction.” Developed by F2 Games, the game is available on Windows, Linux and Android devices. As a sandbox game, it gives players considerable freedom to interact with the virtual environment, using various explosives and other weapons against block-style human characters.
On Android, GoreBox carries an 18 and above rating from the International Age Rating Coalition due to its graphic depictions of violence, including blood and dismemberment. While the mobile version offers reduced-violence settings and previously included multiplayer combat, the game still contains violent gameplay that has raised concerns among parents.
The concern surrounding GoreBox is not entirely unfounded. Research published by the S. Rajaratnam School of International Studies (RSIS) warned that some online gaming platforms like GoreBox and Roblox are being used to expose young users to violent and radical beliefs.
Associate Professor Razwana Begum explained that repeated exposure to violent content may make violence seem more familiar and less shocking, particularly to young users.
Several studies have likewise suggested that frequent exposure to violent video games may contribute to aggressive thoughts and behavior while reducing empathy over time. However, researchers also emphasize that video games alone do not determine whether a child will become violent. It has become a major debate on social media whether violent games influence children’s behavior and whether the games themselves are to blame for why such incidents occur. However, what many people tend to overlook is that individual temperament, family environment, mental health, peer influence and social conditions all play significant roles.
The public concern over GoreBox echoes similar debates surrounding Roblox in 2025, when Philippine authorities raised alarm over child safety because of unmoderated interactions and harmful online content. Although stronger safety measures were encouraged, the discussions also emphasized that digital platforms are only one part of a much larger issue and addressing youth violence requires looking beyond video games.
Let’s be real: children today are digital natives. They have grown up in an era where gadgets and the internet are an integral part of their everyday lives, making technology a normal part of their upbringing. Hence, banning games is not an end-all-be-all solution and it does not prevent them from accessing similar content or online games elsewhere. More importantly, placing the blame solely on video games and the developer risks overlooking deeper factors that contribute to youth violence.
Another issue that deserves attention is the inadequate parental supervision. Regardless of the fact that the suspects were the children of a police officer, it raises serious questions about how they were able to gain access to firearms. This points to a lapse in responsible firearm storage and parental oversight. Beyond this, several other factors must also be considered, including social inequality, mental health concerns and community influences, all of which may have contributed to the suspects’ actions.
Th CICC’s temporary ban on GoreBox may help curb immediate exposure to violent content, but it is not a long-term solution. Preventing youth violence demands stronger guidance ffrom parents, school and communities as well as policies that address the broader social conditions shaping children’s behavior.




