The UK Culture Secretary has condemned the latest instalment of the video game franchise Call of Duty for its depiction of a fictional North Korean invasion of the United States, describing the plot as ‘provocative and irresponsible’. The statement comes as the game, developed by Activision, prepares for its global release next month.
In a formal response to a parliamentary question, the Culture Secretary said: ‘While we recognise the creative freedom of media producers, we must also consider the potential real-world implications of such content. The portrayal of a North Korean invasion escalates tensions at a time when diplomatic efforts are already strained.’ The comment has sparked a debate about the intersection of entertainment, geopolitics and public perception.
The game in question, Call of Duty: Black Ops 6, features a narrative where North Korean forces launch a surprise attack on American soil. This is not the first time the franchise has courted controversy; previous titles have included missions set in Cuba, Vietnam and the Middle East, often drawing accusations of jingoism and insensitivity. However, the explicit targeting of North Korea as an aggressor has alarmed some politicians and commentators who fear it could inflame nationalist sentiment and misinform players about the country’s military capabilities.
From a scientific perspective, it is worth examining how such fictional scenarios shape public understanding of global risks. Research in cognitive psychology suggests that repeated exposure to dramatised threats can skew risk perception, making imagined dangers feel more imminent. The UK government’s concern is not without precedent; in 2017, the US Department of Defense ran a wargame simulating a North Korean invasion of South Korea, which concluded that the costs of such a conflict would be catastrophic. By trivialising this scenario, the game may undermine the gravity of actual geopolitical tension.
Activision has responded with a statement defending the game’s artistic merit. ‘Call of Duty is a work of fiction,’ a spokesperson said. ‘We aim to entertain, not to provoke. The narrative is set in an alternate history and should not be taken as a reflection of real-world politics.’ Nonetheless, the Culture Secretary’s intervention highlights a growing unease within government about the soft power of interactive media.
This is not an isolated incident. In 2020, the UK’s Department for Digital, Culture, Media and Sport commissioned a report into the influence of video games on young people, particularly regarding violence and political radicalisation. While no direct link was established, the report recommended that developers exercise caution when incorporating real-world conflicts into their plots. The current controversy may prompt renewed calls for tighter regulation of political content in games.
For the player, the question remains: does a fictional invasion of the US by North Korea cross a line? The answer may depend on one’s tolerance for escapism versus responsibility. As the debate unfolds, one thing is clear: the lines between entertainment and propaganda are increasingly blurred. The UK government’s condemnation serves as a reminder that even pixels can carry political weight.








