This article focuses on the relation between post 9/11 imaginary and digital entertainment’s audiences. Its aim is to enlighten potential players’ perception of such an influence by exploring game service platforms – that is, online spaces with peculiar functions that are getting a foothold in the sector. By following the leading concepts of ‘premediation’ (Grusin, 2010) and ‘platform’ (Gillespie, 2010), an empirical investigation was directed about the game The Division, which glaringly exploits references to 9/11, in relation with Twitch.tv (live streaming) and Steam (multi-hub with several features, from user-generated content upload to discussion) environments. For the first 20 days from the release, multiple data were gathered daily (e.g. streaming chats, threads and artworks) and framed with a discourse/visual analysis (e.g. Gee, 2010). Results show that connections to 9/11 were perceived in experiencing game mechanics (e.g. multiplayer mode) rather than in discussing setting or plot. A preventive attitude against other players emerged as winning strategy and potential bridge to an ‘interactive premediation’ in media consumption.