A Solapur teen, suspected to be playing the Blue Whale Challenge, was saved just in the nick of time. The 14-year-old, who was on his way to Pune allegedly for completing a task, was intercepted on board a Solapur-Pune ST bus due to timely action and smooth coordination between two district police officers
Blue Whale is a twisted suicide challenge that incites vulnerable teens into killing themselves.The dangerous game has been linked to at least 130 teen deaths across Russia and police and with recent death in Mumbai, it seems that the horrifying game has caught up with some kids in the city
In the Blue Whale game or Blue Whale Challenge, a group of administrators or a certain curator gives a participant a task to complete daily — for a period of 50 days — the final resulting in committing suicide. The participants are expected to share photos of the challenges/tasks completed by them
The task starts with easy stuff like such as listening to certain genres of music, waking up at odd hours, watching a horror movie, have a meeting with the whale to more horrible ones like going on the bridge and standing on the edge, to carving out shapes on one’s skin, harming self and eventually committing suicide.
The first victim in Mumbai, Manpreet Sahans's suicide has hit the students of Bombay Cambridge School, where the 14-year-old studied. Even though there isn't any definitive proof that Sahans killed himself as part of the Blue Whale Challenge, after talking to his close friends, the school found out that he certainly was big on Internet games. Brilliant in studies and an active participant in the school's basketball and cricket teams, they said, had shown no sign of depression. He had not even missed school for anyone to suspect there was something wrong. His teachers say, remembering him fondly, that he was a “happy child, leading a perfectly normal school life. He was regular to school and did very well in academics as well as extra-curricular activities.” They added that only after the incident did they realise that he was big on internet games and used to play all night; sometimes even into the wee hours.
Recently there has been a spate of teenagers committing suicide, and it looks like it isn't confined to India. Recent news reports had this image -- the last picture taken by a 16-year-old girl from Texas, United States, on the roof of her house, before she jumped to her death. Is it about time that our law enforcement agencies recognised this as a real threat?
The Maharashtra government has decided to approach the Centre for a ban on the Blue Whale Challenge, but ensuring that it actually happens is going to be quite a challenge for the government too, say cyber security experts. This is mainly owing to the game's mysteriousness and complexity and the fact that it isn't an app in itself that can be blocked or banned. Cyber experts believe that Blue Whale is not just another game easily downloadable from Playstore or any other app store and that it is, in fact, a community that has been inciting teenagers across the globe to commit suicide. The controllers of the Challenge are connected with each other through different chat rooms and contact teenagers with specific interests via social media platforms, luring them to play the game.
Days after a 14-year-old from Andheri jumped to his death, allegedly as part of an online suicide game called the Blue Whale Challenge, Mumbai schools are on the warpath. Amid concerns that more children might take to the horrific game, schools have now turned to counselling, community service and other activities to teach students to value life and use technology responsibly.
It all began on the Russian social media platform where participants download the app, sign up for a profile and then put out a public post expressing their interest in playing the game. The curators 'find' the person who generally track certain specific hastags that catch their interest like #curatorfindme #iamawhale #thebluewhale #wakemeupat420 etc
The curator selects teens through on personal chat and are asked repeatedly if they are sure they want to begin the game and are warned that the only way they win is by dying. If the player persists, then the challenges begin. Once the game begins and if the participant is hesitatnt, the curators 'threaten' to kill these kids' loved ones by making them believe they have details of their friends and families, and force them into continuing the game. Then, as the kids go further, these curators obtain pictures and secrets which they can use to their benefit