’Blue Whale suicide game’ creator reveals why he invented the game


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Midday

A court sentenced the 22-year-old Russian creator of the Blue Whale game Philipp Budeikin to three years in jail for inciting Russian youths to kill themselves.

 

The 22-year-old confessed that he convinced about 16 young girls to end their lives saying that he thinks that his victims were just ‘biological waste’ and told police that they were ’happy to die’ and that he was ‘cleansing society’.

 

A report in Metro UK said that when Budeikin was asked if he really pushed teenagers to suicide intentionally. ’Yes’, he said. "I truly was doing that. Don’t worry, you’ll understand everything. Everyone will understand", he added, cryptically. In a chilling interview, he said, "There are people - and there is biological waste. Those who do not represent any value for society. Who cause or will cause only harm to society. I was cleaning our society of such people."

’The Blue Whale Challenge’ started in 2013 in Russia, with Budeikin making online contact with people. 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 hashtags that catch their interest like #curatorfindme #iamawhale #thebluewhale #wakemeupat420 etc

 

It then spread to other countries like US, UK France. So alarmed were French police that they tweeted in May 2017 warning about the dangers of it.

 

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 the 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. Each task also needs to be photographed or videotaped, so the administrators have proof of completion and authenticity, including the final suicide.

 

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 hesitant, 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.

 

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