Nowadays, some computer games are promoting a culture of addiction and drug use and disruption of social order and security by providing contents related on, teaching cultivation, production, distribution, trafficking, and illicit income through the drug trade. The purpose of this study is to investigate the approach of computer games in disrupting social order and security by promoting addiction and committing drug related crimes. This study is an applied research work in terms of purpose and in terms of method, is a combined research and an exploratory type. The statistical population in the qualitative part of the research, which is based on data-theory, consists of 16 experts, including professional gamers, anti-narcotics high-ranking police officials, and officials from Anti-Illicit Computer Games Headquarters. In the quantitative section, 73 treated addicts aged 18 to 23 years, who had the experience of computer games and were fully acquainted with the subject of the research, who were selected for the statistical sample of the research using the available purposive sampling method. To assess the validity of the method and to measure the reliability of the qualitative section of the questionnaires, the reliability method between the two transition codes was used and to calculate the reliability of the quantitative section, the Cronbach’ s alpha coefficient was applied. The final coefficient between the two coders was 79% and the Cronbach’ s alpha coefficient was 801%. To analyze the information of the qualitative part, the method of content analysis and coding, MAXQDA software and to analyze the quantitative data obtained from the researcher-made questionnaire, one-sample t-test and SPSS software were used. The findings showed that the approaches of computer games in the tendency to addiction and committing drug crimes, which will also disrupt social order and security, are: promotional-publicity approach, with a greater role; Medium-income approach to revenue generation and empowerment; The educational approach has a role above average and finally the normalization approach has a slightly above average impact. The results of the study showed that computer games, by using measures such as creating financial temptation, promoting Western culture to use and teach how to use various drugs, methods of producing addictive substances, reduce fear and anxiety and other components, such as the spread of violence and increase users’ self-confidence, provoke and incline to drug crimes among players and disrupt social order and security.