Roblox bets on AI to solve child ID and engagement vulnerabilities
Roblox is circling on age liabilities with tougher checks on child users, but will it ever silence critics of its platform.
Roblox, the world’s biggest open gaming platform, has announced ambitious plans to “expand age estimations” of its users.
The announcement comes via a blog post by Matt Kaufman, Chief Safety Officer (CSO) of Roblox, aimed at addressing parental concerns about interactions between adults and children on the platform.
Kaufman explains: “Using a combination of facial age estimation technology, ID age verification, and verified parental consent, this process will provide a more accurate measure of a user’s age than simply relying on what someone types in when they create an account.”
Founded in 2004 by David Baszucki and Erik Cassel, Roblox is regarded as a breakthrough open gaming platform which pioneered a new era of game development driven by user-generated content.
Central to its success is Roblox Studio, a game development environment offering accessible tools for users of all ages and skill levels to create and publish games. This feature attracts young users who can earn Robux through their creations. Of significance, parents and educators increasingly view Roblox as a learning platform that fosters skills in engineering, programming, game development, and digital literacy.
A gaming giant of Silicon Valley, platform metrics for 2024 indicate that Roblox caters to over 380 million active users worldwide, helping the company achieve a market capitalisation of between $35bn and $40bn.
In 2025, Roblox made user safety its top priority, launching an unprecedented “wave of over 100 safety-focused updates to its platform”.
Leadership has dedicated substantial resources to developing AI-based moderation tools, most notably the open-source Roblox Sentinel system, which is designed to detect signs of child endangerment and harmful behaviour at an early stage. These measures are part of its broader efforts to build trust with users, parents, and regulators, while working to create a protected environment for children to play safely.
However, Roblox’s rising popularity has led to mounting criticism from parents and digital safety experts, particularly concerning its management of child users and potentially deceptive gameplay systems. With an estimated 35–40% of its audience under the age of 13, parents worry about children being able to interact with strangers, make real-money purchases, and access age-inappropriate content within an ecosystem that can appear safe on the surface.
Beyond its age-related liabilities, Roblox has also come under fire for casino-style monetisation mechanics embedded in some of its most popular user-created games. Critics argue that these games mirror gambling through randomised rewards, loot box-style prizes, and the use of in-game currencies.
One widely cited example is “Please Donate”, a game where users stand in virtual booths hoping others will “donate” Robux (Roblox’s virtual currency) — a system that critics say encourages a gambling-like cycle and social pressure monetisation. Another controversial title, “Adopt Me!”, has been criticised for encouraging players, many of them children to spend Robux to hatch mystery pets, a mechanic comparable to “gacha systems” found in mobile gambling apps.
Returning to the security blog post, Roblox has stood by the safety measures it currently has in place, positioning itself as a platform that goes further than many of its peers in protecting younger users. Unlike many competitors, Roblox promotes a community-based approach to safety, while also making clear its readiness to intervene directly when policies are breached or harmful content is detected.
“Unlike many other online platforms, Roblox proactively monitors all text chat on the platform, prevents user-to-user image sharing, and has default settings designed to prevent users younger than 13 from using private chat or voice chat. We also filter public chat to block inappropriate content. Roblox provides parental controls so families can customise default settings to what they feel is best for their child.”
As Roblox rolls out its sweeping safety reforms including improved age estimation and AI-driven moderation, concerned parents and watchdogs will be watching closely to see whether these changes meaningfully address long-standing issues of the gaming giant.
“We recognise that no system is foolproof and we cannot prevent all problematic content from appearing on Roblox.”
Yet, even with tighter controls and new technologies, these efforts are unlikely to quell the deep division surrounding the platform.
While supporters champion Roblox for offering educational benefits — from fostering creativity and problem-solving to teaching coding and promoting collaboration — others remain deeply sceptical.
A recent article by The New Yorker, provocatively titled “It’s 10 p.m. Do You Know Where on Roblox Your Children Are?”, branded the platform “a brain-rotting, hypercommercial dystopia”, underscoring just how polarising Roblox has become.