Roblox CEO Urges Caution Among Parents Amid Safety Concerns
In a recent interview, Roblox CEO Dave Baszucki addressed growing concerns from parents about the safety of children on the platform, which dominates the UK gaming landscape for kids ages 8 to 12. He emphasized that if parents are unsure about their child’s interaction with Roblox, they should prohibit access to it, asserting that parental discretion is vital. Despite the platform’s reputation for exposing children to inappropriate content and issues like bullying, Baszucki defends Roblox’s safety measures, claiming extensive monitoring and filtering systems are in place to prevent harmful behavior. He highlights the platform’s user base, which averages 80 million players daily, with a substantial portion under 13 years old.
Under the impending UK Online Safety Act, tech companies will face stricter regulations aimed at child protection online. Roblox has already implemented strict communication protocols, banning under-13s from direct messaging and certain interactive environments to enhance safety. However, investigative efforts by the BBC revealed that despite these measures, there are still avenues for risk, such as creating unlinked accounts and exchanging messages swiftly.
Baszucki reassures that the platform employs a robust analytical approach to user interactions, leveraging AI tools to ensure compliance with safety standards, while also expressing a belief in maintaining a balance between fostering friendships and protecting users from harm. He also addressed criticism over game recommendations for younger audiences, defending the age rating system and the rigorous guidelines that categorize game content.
Reflecting on Roblox’s inception, Baszucki shares insights from the early days of the platform, emphasizing a foundation established to promote civility online. The introduction of the digital currency, Robux, catalyzed Roblox’s financial success. Today, the platform aims to transform into a Metaverse-style experience, aspiring to capture 10% of the global gaming market. Baszucki likens his journey to that of Walt Disney, describing Roblox as a burgeoning realm for communication and interaction in virtual spaces.