The world’s largest gaming platform now stands at the center of a debate that extends far beyond digital entertainment. Roblox, with 144 million daily active users — nearly half of them minors — has introduced mandatory age verification to access its chat function. The measure, in force since January 7, seeks to mitigate risks following years of allegations involving grooming, sexual extortion, and inappropriate interactions with children. Yet the deeper question is more complex: are we witnessing a structural solution, or merely a technological patch applied to an ecosystem that has already evolved beyond its original design?
Over the past year, investigative reporting and regulatory scrutiny across Europe and the United States have brought renewed attention to the platform’s social dimension. Although legally classified as a video game, Roblox operates in practice as a gamified social network, blending real-time interaction, a virtual economy (Robux), and the creation of shared digital worlds. The danger does not lie in building virtual houses or designing avatars, but in the relational space that unfolds among millions of globally connected minors.
The company has decided that users who do not verify their age may continue to play, but not to chat. According to Roblox’s own data, 45% of users completed verification within the first month. The system relies on facial recognition via video or documentary identification for users over 13. Biometric data is processed by a third-party provider and, the company asserts, deleted immediately thereafter.
Yet the child protection debate has entered a new and more delicate phase. Digital law experts warn that requiring biometric data from minors may prove disproportionate. When a child submits their face for algorithmic analysis, they relinquish control over a datum they cannot simply “reset” as they would a password. The dilemma is stark: how to protect without overexposing.
User reactions have revealed another layer of complexity. Within days, social media circulated tutorials on circumventing facial recognition — drawing beards, using an adult’s face, or purchasing pre-verified accounts. Roblox has acknowledged working to detect discrepancies between user behavior and declared age. The episode underscores a fundamental lesson: corrective technology invariably trails behind evasive ingenuity.
Meanwhile, regulatory pressure is intensifying. In the Netherlands, the Authority for Consumers and Markets has launched a formal investigation under the Digital Services Act (DSA) to assess whether the platform adequately safeguards minors. In Spain, the Data Protection Agency has an open proceeding, and the government has announced plans to consider restricting social media access for those under 16, following the Australian model. Roblox, however, was excluded from Australia’s recent ban, as it is formally categorized as a video game.
Herein lies the crux of the matter: the legal classification no longer mirrors functional reality. Roblox is not merely a game; it is a vast social arena. The greatest risk resides not in its childlike design, but in its chat functionality — where adults may impersonate minors, deploy coded language, and migrate conversations to less regulated platforms to solicit intimate images or exert psychological pressure.
From a developmental psychology perspective, the phenomenon is particularly sensitive. Children do not clearly distinguish between playful interaction and authentic interpersonal bonds. Gamification lowers the perception of risk, while the virtual economy introduces reward mechanisms that may facilitate manipulation. If exposure to harassment or inappropriate content becomes normalized as an inevitable aspect of “growing up online,” the harm ceases to be individual and becomes cultural.
Age verification is a meaningful step, but it is not a silver bullet — a point the company itself concedes. Effective protection will require action on three fronts: safety-by-design architecture, tailored regulation for hybrid platforms, and, above all, early digital literacy. Video games are no longer merely games. They are the new global playground. And in any space inhabited by millions of children, responsibility cannot rest solely with an algorithm.




