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blue whale game

The inventor, or better, one of the creators of the terrible suicide online game known as “the Blue Whale game” has a name and a surname: Philipp Budeikin, 22 years, student of psychology, currently detained in a prison in St Petersburg, arrested for having instigated hundreds of adolescents to take their own life throughout the country. Icy eyes and insane words, the 22 years old boy was hardly repentant of what he did with his perversion, and he just spoke few words: “There are people and there are the biological waste. I was just selecting the biological waste, those that are easier to manipulate, that would have only damage themselves and the society. I pushed them to suicide to purify our society”. The insane “game” came under the spotlights some months ago and In Terris was among the first media to speak (and condemn) what at that time looked like a voice still in search of confirmation. The news of a possible young minds behind the creation of the web suicide “fashion” leaked already some time back but, until today, there was no official confirmation in this regard. The British website “” was the one that spread the news of the arrest (and the words of the young criminal) in the Old Continent. A disconcerting picture: the people that the mad Budeikin defines as “biological waste” are only adolescents with difficulties, lost between the meshes of the net and lured by false promises of “liberation” from their state of uncertainty, often typical of that age. The mobilization of the media has certainly helped to identify the problem and to stop one of the promoters of this madness, but in any case, this issue emphasizes once again the problem of the needed vigilance of the net, especially when it is used by the youth. Even this was one of the topics we talked about in the previous article that In Terris dedicated to this insane game, and that we report below: it is essential to know the risks of misinformation and of the web but, above all, to be aware that true help does not hide behind a screen, but in the listening and in the love of our own family and friends.

“Blue whale” game, committing suicide for a game

“Watch horror films for 24 hours”, “wake up every day at 4.20 in the morning”, “engrave a whale with the knife in your arm” these are just some of the horrible “challenges” launched by the online platform called “Blue Whale game”, the new worrying virtual “fashion” arrived from Russia that pushes the young users of the web in an alienating and masochistic battle of 50 days against themselves, up to the damned decisive test: “Find the tallest building… and jump”. Someone, indeed more than someone, has apparently reached the end: accordingly to the Russian media there would have been so far 130 suicides. The last two girls were found at the foot of a building, from which both had decided to jump fulfilling the last insane incitement appeared on their screen, after having concluded their “navigation” twitting the word “end” on their profiles. An unnatural end, instigated, fruit of a perverted mind that, exploiting the instable character of young people, created an evil machine, convincing the most vulnerable personalities that there is no way out from the vortex of natural uncertainties of adolescence. Nothing is confirmed yet, and appropriate investigations are currently in progress to try to provide a definitive truth. In any case, whether the correlation between suicides and the terrible “game” is proved or not, the nature of the drama is not diminished: with or without “Blue Whale game”, the data remains worrying and are part of a certainly broader question.

“Blue Whale game”

A challenge to the laws of ethics: the “Blue Whale” game, as it has been presented, has nothing humanly conceivable, yet it managed to snake in the soft and malleable adolescence ground, the period in which the teenagers change and decide, between parental education, errors and experiences, what they will do and who they will become. And they do it by balancing their life between the enjoyment of the beauty of youth and opening their horizons on tomorrow dreams and ambitions. The “game” of the blue whale wants to deny all this by delivering its message of death on the channels too (or too little?) sensitive of the net, recycling in a theatre of the absurd the doubts and the frustrations typical of that age, instigating the less positive aspects and redirecting them in a path of 50 long days, made of challenges and provocations, up to the final one. Lethal.

Viral Insanity

Who is to be blamed? A world too large to be controlled as that of the net or a difficulty of communication between parents and children, that is too often superseded by the one most easily accessible of the web? Perhaps a little of both, but it is also true that, certainly not only today, a “bored” generation finds violent vent through the fashion of the “challenge” (obviously in its negative sense), giving life to insane and senseless initiatives, not only aimed to self-destruction but also to inflict pain to others, even to strangers. It is the case of the so-called “knockout game”, the “game” (also here a relative term) of American roots that has been soon also imported in Italy which consists in punching somebody chosen at random among the people on the road with violence in the face without notice (while being filmed) and then fleeing immediately after lapsing into a sadistic and ephemeral fun. Obviously, the video of the “performance” is then posted on the social media in order to stimulate others to follow the example. And the list could continue, for example with the “Clown hysteria”, also an insane fashion coming from America that, exploiting the ancestral coulrophobia common in many people, consists in disguising as a clown (on the model of the creature “It”, created by the pen of the writer Stephen King) and scare the unfortunate person that is passing by, hiding behind hedges or trees. Or, again, the challenge of some young Italians that scoff the destiny laying down in the night on pedestrian crossings, trying getting up just before the passage of the car or hiding near a railway in order to take a selfie with a train running behind them (challenge that has led to the recent tragic death of a thirteen years old boy of Soverato). And one could still go ahead, citing for example all the drinking games related to the world of the alcohol, from the extreme drunkenness (of course for a bet) to the spirits in the eyes.

A “mortal” boredom

Whether these perversions are due to obsessive cults of literary or cinematographic works, or to viral practices dictated by who knows what virtual “fashion”, the substance does not change: the influence of the media affects the lives of people a lot, too much, especially the lives of teenagers, that are more susceptible to external influences, that are too often not proportionate to their growth path.  The fact that precisely the new generation is subjected to this type of attitudes is even more worrying, and highlights a growing repulsion towards the natural perspectives of life and a propensity to an “easy” opening towards misconceptions, instigated by strangers that in most cases are hiding behind a screen. We certainly need to reflect on the fact that, as often emerges from the testimonies of young people involved in this type of bragging, the propaedeutic reason is only boredom, perhaps dictated by the unconscious awareness of possessing everything one may have, giving in to the absurdity of the ephemeral inebriation in which to vent their interior frustration. In the case of the “Blue Whale game”, however, is even worse. There is no research of an exciting gesture or of a vent: it is only a path of existential dejection, masked by challenge but, in reality, an invitation to believe in the lie of the futility of life

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