The aim of this study is to examine the negative attitude and prejudice of the media reflected in news articles about the relationship between ‘online games and suicidal youth’. This study analyzed the content of the news and the language of the media used for young people who committed suicide related to playing Blue Whale Challenge in different social settings. In this study, news articles in three different countries were examined with the content analysis method, using the content descriptors of Entertainment Software Rating Board (ESRB). In the news concerning young people who committed suicide and used this game, it was clearly observed that sources of influence involved attitudes towards online games, developed in part through the messages of the media, and that social conditions, including generational experiences, were influential in creating the media messages. Keywords: media panic, violence, online games, Blue Whale Challenge