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Minister of Communications: I have discussed the filtering of 'Clash of Clans' with the President

Jan 29, 2026 January 29, 2026 2 min read 📰 Radio Farda
📋 Key Takeaway

The Iranian Minister of Communications has discussed the filtering of 'Clash of Clans' with the President, expressing hope for a quick resolution. The game was previously filtered due to concerns over promoting violence, despite its popularity among millions of young Iranians. This situation highlights ongoing tensions between government regulations and youth engagement with digital platforms.

🔍 Quick Context Guide
💡 Bottom Line: The Iranian government's decision to filter 'Clash of Clans' highlights the tension between regulatory authority and youth culture in a digital age.

👥 Key Players

Mahmoud Vaezi MENTIONED
Minister of Communications and Information Technology
"Vaezi is a key figure in the Iranian government, responsible for overseeing communications and digital policies, which directly impact youth engagement with technology."
Abdolsamad Khoram Abadi MENTIONED
Secretary of the Working Group for Determining Criminal Content
"Khoram Abadi plays a significant role in regulating digital content in Iran, influencing what is accessible to the public."
Iranian Youth (ages 15-20) MENTIONED
Primary users of 'Clash of Clans'
"This demographic represents a large segment of the population that engages with digital platforms, reflecting broader trends in youth culture and technology use in Iran."

📰 What Happened

The Iranian Minister of Communications discussed the filtering of the game 'Clash of Clans' with the President, hoping for a resolution to the issue. The game has faced criticism for allegedly promoting violence, leading to its filtering despite its popularity among young Iranians.

  • The game has approximately 6 million players aged 15 to 20 in Iran.
  • The filtering decision was made by the Committee for Determining Criminal Content, citing concerns over violence.

💡 Why It Matters

🇮🇷 For Iran: The filtering of popular games like 'Clash of Clans' reflects the government's struggle to balance regulation with the interests of a tech-savvy youth population.
🌍 Regional: This situation may influence how other countries in the region approach digital content regulation and youth engagement.
🌐 International: Internationally, it raises questions about freedom of expression and the impact of government censorship on digital platforms.

📚 Background

Iran has strict regulations on digital content, often citing moral and security concerns, which can clash with the interests of its young, tech-savvy population.

Internet censorship in Iran Youth culture and technology in Iran
📡 Source: STATE MEDIA
📊 Confidence: 70%
The information comes from ISNA, a state-run news agency, which may reflect government perspectives and priorities.

The Minister of Communications and Information Technology has stated that he has raised the issue of filtering the popular game 'Clash of Clans' with the President and hopes that this problem will be resolved soon. According to ISNA news agency, Mahmoud Vaezi wrote on his Instagram: 'Although the issue of the game was decided by the Committee for Determining Criminal Content, I have discussed the topic and the issues raised with the esteemed President today, and I hope the problem will be resolved soon.' Mr. Vaezi had previously promised to inform the members of the Committee for Determining Criminal Content about the protests regarding the filtering of this game. Abdolsamad Khoram Abadi, the secretary of the Working Group for Determining Criminal Content, had previously announced that 'the vast majority' of the members of this working group agreed to filter 'Clash of Clans.' He stated that the reason for filtering the game was its 'promotion and teaching of violent acts.' The National Foundation of Computer Games had previously evaluated 'Clash of Clans' as a phenomenon in a report. In this report, summarized under the title 'The Detested Favorite,' it was stated that in 2015, nearly 6 million people aged 15 to 20 were engaged with this game and were heavily involved. According to estimates presented in this report, Iranian players had spent 132 billion tomans on this game by the end of 2015, with a significant portion of these payments being transferred out of the country through intermediaries.

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Translated from the original and edited for English readers. View original source →

Translation confidence: 85%

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