
AI-generated child abuse webpages surge 400%, alarming watchdog
The organization, which monitors child sexual abuse material online, recorded 210 webpages containing AI-generated material in the first six months of 2025, up from 42 in the same period the year before, according to a report published this week. On those pages were 1,286 videos, up from just two in 2024. The majority of this content was so realistic it had to be treated under U.K. law as if it were actual footage, the IWF said.
Roughly 78% of the videos — 1,006 in total — were classified as "Category A,' the most severe level, which can include depictions of rape, sexual torture and bestiality, the IWF said. Most of the videos involved girls and in some cases used the likenesses of real children.
The growing prevalence of AI-generated child abuse material has alarmed law enforcement worldwide. As generative AI tools become more accessible and sophisticated, the quality of the pictures and videos are improving, making it harder than ever to detect using traditional techniques. While early videos were short and glitchy, the IWF now sees longer, more realistic productions featuring complex scenes and varied settings. Authorities say the content is often used for harassment and extortion.
"Just as we saw with still images, AI videos of child sexual abuse have now reached the point they can be indistinguishable from genuine films,' said Derek Ray-Hill, interim chief executive of the IWF. "The children being depicted are often real and recognizable, the harm this material does is real and the threat it poses threatens to escalate even further.'
The IWF doesn't know exactly why these materials are proliferating so quickly, Ray-Hill said, but 'we can assume that it's because AI tools have become increasingly cheap and easy to access and also increasingly easy to train.' With a single prompt, he said, a user 'can generate 50 images, taking about 15 to 20 seconds each, in the case of child sexual abuse material.'
Law enforcement agencies are starting to take action. In a coordinated operation earlier this year, Europol arrested 25 individuals in connection with distributing such material. More than 250 suspects were identified across 19 countries, Bloomberg reported.
The IWF called for the U.K. to develop a regulatory framework to ensure AI models have controls to block the production of this type of material.
In February, the U.K. became the first country to criminalize the creation and distribution of AI tools intended to generate child abuse content. The law bans possession of AI models optimized to produce such material, as well as manuals that instruct offenders on how to do so.
In the U.S., the National Center for Missing & Exploited Children — an IWF counterpart — said it received over 7,000 reports related to AI-generated child sexual abuse content in 2024.
While most commercial AI tools include safeguards against generating abusive content, some open-source or custom models lack these protections, making them vulnerable to misuse.
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


NHK
an hour ago
- NHK
Srebrenica massacre in Bosnia-Herzegovina marks 30th anniversary
The 30th anniversary of what is known as Europe's worst atrocity since World War Two was marked on Friday in Bosnia-Herzegovina. In July 1995, armed Bosnian Serbs seized the eastern town of Srebrenica and murdered more than 8,000 Bosnian Muslims who were taking shelter there. The massacre occurred amid a fierce ethnic conflict during the break-up of Yugoslavia. The commander of the armed forces has been sentenced to life in prison by a United Nations tribunal. The tribunal was the first war crimes court created by the world body and paved the way for the establishment of the International Criminal Court. A ceremony commemorating the massacre also took place on the same day near where the tribunal used to be located in the Dutch city of The Hague. A newly erected monument was unveiled in the ceremony. A man taking part in the ceremony said it is important to keep pressure on those who broke the peace, in view of what is happening in the world today. Speaking about the war tribunal, Professor Kubo Keiichi at Waseda University says the political and military leaders of the Bosnian Serbs were defiant in the beginning, but were eventually forced to take responsibility due to the firm stand taken by the international community. He said it is crucial to keep saying "no" to war crimes. He argued that the international community should learn lessons from these developments and never give up its efforts to hold accountable those responsible for war crimes committed in such places as Ukraine and Palestine. The ICC has issued arrest warrants for Russian President Vladimir Putin and others over suspected war crimes.


Japan Times
a day ago
- Japan Times
‘Our ultimate goal is to save every single Japanese video game'
Don't let the rows of boxes on store shelves deceive you — video games are now a digital commodity. In 2024, global sales for video games comprised 95.4% digital downloads, good for $175.8 billion in revenue versus just $8.5 billion for physical releases. For consoles, like Sony's PlayStation 5 and Nintendo's Switch 2, CDs and game cartridges fared a bit better at about 16% of total sales, but on PC, just 1% of all games purchased last year were physical media. Increasingly, those products in the stores may not even contain the game itself. In May, Doom: The Dark Ages, the latest entry in the popular shooter series, shipped with only a fraction of the game's full data on physical discs, with players needing to download 85 gigabytes of data when first running it. And in December, the disc for Indiana Jones and the Great Circle included just 20 out of a hefty 120GB. With the release of the Switch 2, Nintendo has thrown its weight behind digital-first distribution: The console's ' Game-Key Cards ' merely include digital access codes to download full titles. And subscription services like Xbox Game Pass and PlayStation Plus are pushing players toward models akin to Netflix or Spotify, with catalogs of games available for a monthly fee, skirting ownership altogether. Given that Steam (the largest PC digital games storefront) announced last year that consumers only acquire a license instead of outright purchasing ownership rights to games via its marketplace, games as a whole are leaving behind a past built on the legacy of physical media. The Games Preservation Society largely deals with archiving and digitizing floppy disks and casettes issued for Japan's early personal computers of the 1980s and '90s. | GAME PRESERVATION SOCIETY This relentless march toward digitalization is raising concerns about an often neglected problem: game preservation. Damian Rogers, 42, is international relations lead at the Game Preservation Society (GPS), a registered nonprofit working to save the data and materials behind Japan's retro games for future generations of researchers and players. 'We believe video games are more than just toys,' says Rogers. 'They are just as culturally relevant as movies, books and works of art. We want to preserve them not just as an aspect of Japanese culture but of human culture.' The organization is headquartered in Tokyo's Setagaya Ward and has several branches across the country. Though its roots stretch back to the early 2000s, when individual collectors in Japan began coordinating preservation efforts, GPS became an NPO in 2011. After 15-plus years, its task grows more monumental with each passing day. 'Our ultimate goal is to find, archive and save every single Japanese video game,' Rogers says. 'Such a massive undertaking must be approached logically, so we focus first on the games that are most at risk of completely disappearing from the world.' Damian Rogers, international relations lead at the Game Preservation Society, says video games are just as "culturally relevant as movies, books and works of art." | COURTESY OF DAMIAN ROGERS These are the games on floppy disks from the late 1970s and into the '90s, the vast majority of which were never released outside of Japan. They provide insight into the cultural and entertainment landscape at the time, including 1985's Karuizawa Yukai Annai (The Karuizawa Kidnapping Files), a text-based mystery game with both erotic elements and gameplay mechanics that would inspire later RPG classics, and a mint-condition floppy disk of 1982's Galactic Wars, the very first title released by iconic developer Nihon Falcom. GPS' current archival work focuses on digital migration from this fragile media to modern backups, along with scans of the materials included with the games, all while preserving the original media in a climate-controlled location. 'Our baseline for such backups is that if the last copy of a certain game were to disappear from the world entirely, we have the data and materials to perfectly re-create it,' Rogers says. All work is done with museum-grade tools and protocols, which is an expensive undertaking. Getting the necessary funding has always been a challenge for the organization, but this year it came close to game over. Back in spring, it became clear that the project would be out of cash by the end of summer. Rogers says this situation stemmed from a gap in communication with those outside Japan. The nature of retro games being tied to archaic technology means a failure to digitize titles leaves them at the mercy of the extinction of their necessary media. | GAME PRESERVATION SOCIETY To Joseph Redon, head of the Game Preservation Society, "preservation is not something that is ever done." | GAME PRESERVATION SOCIETY 'Our Japanese supporters are happy with occasional updates on the work we do via newsletter. But on the international stage, services like Patreon have become the norm, where people can directly support projects while receiving unique benefits in return. So our traditional system of joining as a member and paying annual dues seems antiquated outside Japan, which makes it difficult to obtain new supporters.' He also blames a dearth of English-speaking staff for the lack of activity on the organization's social media channels, which in turn gives the impression that GPS is 'dead.' To counter this, GPS President Joseph Redon sat for an interview — a 'sort of Hail Mary' — with the retro gaming website Time Extension. 'Preservation is not something that is ever done — it is a never-ending process,' Redon, 50, tells The Japan Times of the equally eternal struggle for funding. 'Some steps are done only once, such as acquisition of the item and migration to a digital backup, but after that comes long-term conservation and eventually public access in the form of exhibitions and as a library.' The result of a single outlet's coverage? GPS' ledgers were sent immediately back in the black. To Joseph Redon, head of the Game Preservation Society, "preservation is not something that is ever done." | GAME PRESERVATION SOCIETY 'The response was staggering,' says Rogers. 'We have enough new memberships to continue through the next year and are still responding to messages offering assistance. We set up an anonymous donation page for those who wish to donate without having to join as a member, which was also quite successful.' GPS is now working to expand its online and international presence. Rogers points out that while its core mission is to preserve games, the group also wants to increase awareness about Japanese gaming culture and history — especially those games and creators who are not well-known overseas. As an example, he points to GPS-produced documentaries on lesser-known Japanese developers Yuichi Toyama (a pioneer of real-time strategy games) and Rika Suzuki (one of Japan's first mystery game devs), both available on the organization's YouTube channel . 'I think this will be the biggest shift for the organization going forward — a move towards a larger staff focused on more content creation to captivate and educate the public about Japanese gaming history and why preservation is so important,' he says. That doesn't mean GPS will slow down its archival work. Instead, it will continue to focus on the games and data that are most at risk: those for Japanese PCs. 'We have around 25,000 games on floppy disks and cassettes in our Tokyo archive, which is quite the backlog to work through. We continue to research new ways of data migration, such as the best way to preserve cassette tape-based data and data from optical media such as LaserDiscs,' says Rogers. Much of the work at the Games Preservation Society is concerned with developing and perfecting technologies to turn obsolete technologies into works that can be enjoyed in perpetuity. | GAME PRESERVATION SOCIETY This means any expansion into more modern platforms is unlikely in the short term. When asked about the current situation of the decline of physical media in games, digital ownership and preservation, Rogers remains neutral, explaining that he doesn't personally play modern games, with 2000's PlayStation 2 being the newest console he owns. But how about GPS as a whole? 'The organization does not have an official stance on the topic, though I'm sure all members would agree that physical media is important for preservation. The situation with modern games is outside our current scope as we work to preserve games that are most at risk of being lost — those from 30 or 40 years ago that aren't being remastered and re-released, whose rights holder status is foggy or are stored on fragile magnetic media .' However, GPS has faced issues with digital-only games. In 2021, mobile phone operator NTT Docomo shut down its i-mode store, ending distribution of hundreds of games for the gara-kei feature phones of the 2000s. The vast majority of these games weren't released on any other hardware, including titles from popular series like Sonic the Hedgehog and Final Fantasy. 'GPS made a last-ditch effort to download as many of these games as we could in the last days of the service,' Rogers explains, 'but even at that point, i-mode was well past its prime and many storefronts had long since closed. Nowadays, some people hunt down these old phones and hope to find classic games still stored within, but it's a gamble.' Rogers sees it as an instructive example of an ever-digitalizing world — and one that enthusiasts of modern games shouldn't soon forget. 'This is the issue we will be facing in the future as there are more and more digital-only releases: When the service is gone, so are the games.'


Japan Times
2 days ago
- Japan Times
AI-generated child abuse webpages surge 400%, alarming watchdog
Reports of child sexual abuse imagery created using artificial intelligence tools have surged 400% in the first half of 2025, according to new data from the U.K.-based nonprofit organization Internet Watch Foundation. The organization, which monitors child sexual abuse material online, recorded 210 webpages containing AI-generated material in the first six months of 2025, up from 42 in the same period the year before, according to a report published this week. On those pages were 1,286 videos, up from just two in 2024. The majority of this content was so realistic it had to be treated under U.K. law as if it were actual footage, the IWF said. Roughly 78% of the videos — 1,006 in total — were classified as "Category A,' the most severe level, which can include depictions of rape, sexual torture and bestiality, the IWF said. Most of the videos involved girls and in some cases used the likenesses of real children. The growing prevalence of AI-generated child abuse material has alarmed law enforcement worldwide. As generative AI tools become more accessible and sophisticated, the quality of the pictures and videos are improving, making it harder than ever to detect using traditional techniques. While early videos were short and glitchy, the IWF now sees longer, more realistic productions featuring complex scenes and varied settings. Authorities say the content is often used for harassment and extortion. "Just as we saw with still images, AI videos of child sexual abuse have now reached the point they can be indistinguishable from genuine films,' said Derek Ray-Hill, interim chief executive of the IWF. "The children being depicted are often real and recognizable, the harm this material does is real and the threat it poses threatens to escalate even further.' The IWF doesn't know exactly why these materials are proliferating so quickly, Ray-Hill said, but 'we can assume that it's because AI tools have become increasingly cheap and easy to access and also increasingly easy to train.' With a single prompt, he said, a user 'can generate 50 images, taking about 15 to 20 seconds each, in the case of child sexual abuse material.' Law enforcement agencies are starting to take action. In a coordinated operation earlier this year, Europol arrested 25 individuals in connection with distributing such material. More than 250 suspects were identified across 19 countries, Bloomberg reported. The IWF called for the U.K. to develop a regulatory framework to ensure AI models have controls to block the production of this type of material. In February, the U.K. became the first country to criminalize the creation and distribution of AI tools intended to generate child abuse content. The law bans possession of AI models optimized to produce such material, as well as manuals that instruct offenders on how to do so. In the U.S., the National Center for Missing & Exploited Children — an IWF counterpart — said it received over 7,000 reports related to AI-generated child sexual abuse content in 2024. While most commercial AI tools include safeguards against generating abusive content, some open-source or custom models lack these protections, making them vulnerable to misuse.