Roblox, the gaming platform dominating the UK’s 8-to-12-year-old demographic, has been under scrutiny over concerns about child safety. CEO and co-founder Dave Baszucki addressed parental concerns in a recent interview, advising that if parents are uncomfortable with the platform, they should not allow their children to use it.
“That sounds a little counter-intuitive, but I would always trust parents to make their own decisions,” Baszucki told BBC News.
Safety Concerns and Parental Struggles
Roblox has faced allegations of exposing children to explicit content, cyberbullying, and grooming. While the platform boasts “tens of millions” of positive experiences, some parents report difficulties in managing their children’s usage.
Justine Roberts, CEO of parenting forum Mumsnet, acknowledged that while parental controls exist, constant supervision is challenging. “With multiple children to look after, it’s not always possible to monitor everything they do online,” she said.
Podcast host Ellie Gibson criticized Baszucki’s stance, calling it a “bit of a get-out.” She noted the difficulty of restricting access when children’s peers are actively playing the game.
Roblox’s Safety Measures
Roblox, which averaged over 80 million daily users in 2024—40% of whom were under 13—has implemented various safety features, including content filtering, moderation, and AI-driven monitoring.
“Any bad incident is one too many,” Baszucki stated. “We monitor bullying, harassment, and inappropriate content. If necessary, we also collaborate with law enforcement.”
Recent policy changes have seen under-13s banned from direct messaging and restricted from chat-based games. However, BBC investigators found ways to bypass these filters by rewording messages to discuss moving to other platforms. Baszucki defended Roblox’s efforts, arguing that such circumvention attempts highlight the platform’s relative safety.
Age-Appropriate Content?
When presented with game titles recommended to an 11-year-old, including ‘Late Night Boys And Girls Club RP’ and ‘Shoot Down Planes…Because Why Not?,’ Baszucki deferred to the company’s rating system. He insisted that Roblox’s content moderation follows rigorous guidelines.
From Educational Software to Gaming Empire
Roblox, founded in 2004 by Baszucki and Eric Cassel, evolved from an educational software company into a $41 billion gaming giant. Initially hesitant to monetize the platform, the introduction of Robux, its digital currency, transformed it into a major business. Today, creators earn 70% of revenue from in-game purchases, contributing to the company’s ongoing growth.
Despite its past controversies, Roblox continues to expand, with ambitions of becoming a leading force in the metaverse. Baszucki envisions it as “the future of communication” and aims for the platform to attract 10% of the world’s gamers.
As the debate over online safety intensifies, Roblox remains at the forefront of discussions on balancing innovation with child protection.