Roblox’s chief executive, Dave Baszucki, is advising parents who feel uneasy about the platform to make the decision to prevent their children from using it. The popular gaming site, particularly popular among UK children aged eight to 12, has faced scrutiny over incidents involving explicit or harmful content, bullying, and grooming. Despite these concerns, Baszucki insists that Roblox is committed to providing a safe environment for its users, encouraging parents to make informed choices based on their comfort levels.
Roblox’s Growth and Safety Measures
Roblox has become a global sensation since its launch in 2006, with millions of users around the world. The platform now boasts more monthly users than Nintendo Switch and PlayStation combined. In 2024, it averaged more than 80 million daily active users, with nearly 40% of them being under the age of 13. With around 40 million user-generated games and experiences, Roblox has undeniably become a dominant force in the gaming industry.
Despite the increasing popularity, the platform has also faced serious concerns regarding user safety, particularly for its younger audience. In light of the UK’s Online Safety Act, which comes into effect in April, Roblox has made significant strides to comply with regulations aimed at protecting children from online harm. Baszucki remains confident in the platform’s safety measures, stating that Roblox not only meets but often exceeds these regulatory standards.
“We are committed to creating a safe environment. One bad incident is one too many for us,” Baszucki said. He explained that Roblox continuously monitors the platform for bullying, harassment, and inappropriate content. If necessary, the company steps in, even involving law enforcement when appropriate. The platform employs AI and other technologies to identify suspicious interactions and prevent harmful behavior.
In addition to monitoring content, Roblox has implemented several safeguards. For instance, in November 2023, the platform banned direct messages for users under 13 years old and restricted them from participating in “hangout experiences” where player-to-player chat is common. Users who violate the platform’s rules face temporary time-outs or long-term bans.
Safety Concerns Under the Spotlight
Despite these efforts, concerns about the effectiveness of Roblox’s safety measures continue. In a test conducted to evaluate Roblox’s safety protocols, fake accounts were created for a 15-year-old and a 27-year-old. Attempts to initiate conversations that violated Roblox’s rules were blocked by the platform’s filters, but testers managed to reword their requests and suggest adult-oriented games.
When confronted with these findings, Baszucki defended the platform, arguing that the very need to move conversations off Roblox proved that the platform’s safeguards were working. He emphasized that Roblox does not allow image-sharing and is committed to enforcing higher standards than those legally required.
“There will always be challenges, especially when fostering friendships online,” Baszucki acknowledged. “But we are confident that we can find the balance between allowing social interaction and protecting users.”
However, safety concerns have continued to arise around the types of games recommended to young users. Roblox’s algorithm suggested games such as Late Night Boys And Girls Club RP, Special Forces Simulator, Squid Game, and Shoot Down Planes… Because Why Not? to an 11-year-old user. In response, Baszucki assured that the platform’s age rating system is carefully considered, and all games undergo thorough evaluations to ensure they meet the company’s safety standards.
A Brief History of Roblox
Roblox was originally designed by Dave Baszucki and Eric Cassel in 2004 as an educational tool but quickly evolved into a creative space where children could both build and play games. Over the years, the platform’s popularity soared, but so did concerns about inappropriate user behavior. Early on, Cassel and Baszucki noticed troubling behavior among players, prompting the introduction of safety guidelines.
“We realized early on that we had to create a space where kids could have fun but still be safe,” Baszucki said, reflecting on the platform’s growth. Initially, only four moderators oversaw the conduct of millions of users, but as the platform grew, so did its moderation capabilities.
In 2007, Roblox introduced its digital currency, Robux, allowing players to purchase in-game accessories and unlock additional content. Over time, Roblox’s creators have maintained a focus on user-generated content, with content creators earning 70% of the revenue from their creations. This model has helped Roblox become a major commercial success, now valued at $41 billion.
Despite fluctuations in stock price since Roblox went public in 2021, the company remains one of the most influential in the gaming industry, largely due to its success during the COVID lockdowns when millions turned to online entertainment.
Looking to the Future
Looking ahead, Baszucki envisions Roblox becoming a Metaverse-like platform where users can conduct various activities through their avatars. His ultimate goal is to engage 10% of the world’s gamers, expanding Roblox’s reach even further.
He likens building Roblox to creating a theme park, specifically the Magic Kingdom, and describes the platform as “the future of communication.”
To conclude his interview, Baszucki played two of his favorite games on Roblox, Natural Disaster Survival and Dress to Impress, showing how deeply embedded he is within the Roblox community. Even so, a blizzard in Natural Disaster Survival managed to defeat him, providing a humbling moment in his day.
Author
-
Silke Mayr is a seasoned news reporter at New York Mirror, specializing in general news with a keen focus on international events. Her insightful reporting and commitment to accuracy keep readers informed on global affairs and breaking stories.
View all posts