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The platform’s CEO advises parents concerned about their children using Lobras not to allow them to use it.
Reports of bullying and grooming have surfaced, making the site the most popular among UK gamers aged 8 to 12, raising fears of exposure to explicit or harmful content.
David Basizakki, co-founder and CEO of Roblox, told BBC News that the platform is committed to safeguarding users and that millions have had positive experiences on the site.
However, he emphasized the importance of parental comfort and empowerment in making decisions regarding their children’s use of Roblox, mentioning the platform’s vigilance against negative behaviors and its collaboration with law enforcement when necessary.
Justin Roberts from Mumsnet highlighted the challenge parents face in monitoring their children’s online activities, especially with multiple children, expressing how managing their children’s Roblox use is a common struggle among forum users.
Roblox, a US-based company, boasts a large user base, surpassing the Nintendo Switch and Sony PlayStation combined, with over 80 million daily players in 2024, 40% of whom are under 13 years old.
The platform enforces consequences for misbehavior, utilizes advanced AI systems to detect problematic behaviors, and limits certain features for younger users to enhance safety.
Baszucki emphasized a zero-tolerance policy towards inappropriate content and shared that Roblox follows strict age-rating guidelines based on content and game titles.
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Baszucki and Cassel founded Roblox in 2004, initially opening it to the public in 2006 after realizing its potential beyond educational use.
As the platform’s popularity grew, safety measures were introduced, marking a significant turning point when the digital currency Robux was launched, propelling Roblox to a $41 billion valuation.
Robux is used by players to acquire items and unlock content, with content creators earning a percentage of the fees and pricing adapting dynamically based on popularity.
Baszucki envisions Roblox as the future of communication, focusing on creating metaverse-style experiences where users interact through avatars in a virtual world, aiming to engage 10% of global gamers.
Source: www.theguardian.com