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US Groups Call for FTC Probe into Roblox Child Safety and Spending Practices

US child safety groups have urged the FTC to investigate Roblox over concerns about in-game spending, chat safety, and engagement tactics targeting young users.

·4 min read
Getty Images An over the shoulder view of a child holding a tablet playing a game on Roblox. In the background is a blurred screen with the Roblox logo on it.

Concerns Over Child Safety and Spending on Roblox

Children as young as five may be exposed to unsafe interactions and pressured into spending money on the popular gaming platform Roblox, according to a complaint filed by advocacy groups with US regulators.

The groups have requested the Federal Trade Commission (FTC) to investigate Roblox for alleged "unfair and deceptive" practices related to in-game purchases, chat features, and what they describe as "engagement-maximising" design elements.

Roblox has denied these allegations, stating the platform is "built for fun and connection, not short-term engagement." A company spokesperson emphasized that Roblox maintains "clear policies" prohibiting both actual and simulated gambling, alongside rules governing paid random items.

They added that most games on the platform are free to play and users are not obligated to purchase the in-game currency, Robux.

"In the first quarter of 2026, only 1.4% of our 132 million daily active users were payers on the platform,"
the spokesperson said.

In response to concerns about child protection, Roblox has implemented measures such as blocking children from chatting with adults and employing age-estimation technology to assign users to age-appropriate accounts.

Despite these efforts, some campaigners and parents remain apprehensive about the amount of time and money children spend on the site.

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Complaint Focuses on In-Game Economy and Spending

The complaint, submitted on Wednesday by child safety organizations Fairplay and the National Centre on Sexual Exploitation, centers on Roblox's in-game economy.

Roblox's virtual currency, Robux, can be purchased and used to acquire game passes or avatar upgrades such as outfits. The groups argue that the system is overly complex and difficult for children to comprehend.

According to the filing, it is "nearly impossible" for children or parents to track the real-world cost of virtual items.

One example in the complaint describes a parent whose 10-year-old daughter spent more than $7,000 (£5,200) within two months despite attempts to limit purchases.

The filing also alleges that "engagement-maximising" design features are employed to retain children on Roblox. These include incentives like daily reward streaks and systems encouraging social comparison by displaying other players' virtual possessions.

Some experiences reportedly use "gambling-like" mechanics, such as loot boxes or chance-based rewards, which campaigners contend children may not fully understand.

The groups assert these features exploit children's "developmental vulnerabilities," particularly regarding impulse control and peer pressure.

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"Parents are doing everything they can to protect their children on Roblox, but it's not a fair fight,"
said Ashwin Verghese, Fairplay's communications director.

"The platform is designed to take advantage of kids' developmental needs and prey on their vulnerabilities."

He told the BBC parents "deserve to know that their children will be safe on Roblox, and we are calling on the FTC to make sure that happens."

Drew Benvie, chief executive of social media consultancy Battenhall and founder of the youth safety nonprofit Raise, commented that creating age limits for features will only partially protect children on Roblox.

"While Roblox is rolling out new age-based protection features, young gamers are digital escape artists who easily bypass safety features,"
he said.

"What's needed is greater user and parental awareness of the impact social features in games can have on children, as well as wide scale legislative changes to address addictive or problematic features, not just the digital sticking plaster of age limits."

Chat and Safety Concerns

Another significant focus of the complaint concerns Roblox's communication features.

The groups allege that text and voice chat systems can expose children to inappropriate content and contact from adults despite existing safety measures.

Researchers using accounts for children under 13 reported encountering sexual references and offensive language within minutes of entering certain games.

The filing also references cases of grooming and exploitation occurring on the platform.

Roblox reported generating $4.9bn (£3.7bn) in revenue in 2025, representing a 36% increase from the previous year.

The FTC has not yet indicated whether it will initiate a formal investigation.

This development comes amid growing regulatory scrutiny of how gaming and social media platforms protect younger users and generate revenue.

Following a successful California lawsuit holding Meta and YouTube liable for the addictive design of their platforms, other platforms may face increased examination regarding techniques used to maintain user engagement, such as auto-play and infinite scroll.

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This article was sourced from bbc

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