By Alimat Aliyeva
Children as young as five may be vulnerable to contact from
strangers and pressure to spend money on Roblox, according to
campaign groups that have filed a complaint with U.S. regulators,
AzerNEWS reports, citing foreign media.
Several advocacy organizations have called on the U.S. Federal
Trade Commission (FTC) to investigate the massively popular gaming
platform over what they describe as “unfair and deceptive”
practices. The complaint raises concerns about in-game purchases,
online chat functions, and platform design features allegedly aimed
at maximizing user engagement and encouraging prolonged play.
Roblox has rejected the accusations, stating that the platform
was “built for fun and connection, not short-term engagement.” A
company spokesperson emphasized that Roblox maintains strict
policies prohibiting both real and simulated gambling, as well as
regulations governing paid random-reward items.
The company also noted that the majority of games on the
platform are free to play and that users are not required to
purchase the virtual currency, Robux. According to Roblox, only
1.4% of its 132 million daily active users made purchases during
the first quarter of 2026.
In recent years, Roblox has introduced additional child-safety
measures after facing criticism over the protection of younger
users. These steps include limiting communication between children
and adults, introducing age-estimation technology, and placing
users into age-appropriate account categories.
Despite these measures, many parents and digital safety
advocates remain concerned about how much time and money children
spend on the platform. Experts increasingly warn that some gaming
ecosystems are designed to keep young users constantly engaged
through reward systems, social interaction, and personalized
content algorithms.
Interestingly, Roblox is no longer viewed simply as a gaming
platform. Analysts often describe it as part of the emerging
“metaverse economy,” where virtual worlds generate billions of
dollars annually through digital goods, subscriptions, and
creator-driven content. This rapid growth has intensified debates
worldwide about online child safety, digital addiction, and
regulation of virtual economies aimed at younger audiences.
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