A new complaint filed in the United States with the Federal Trade Commission (FTC) has raised serious concerns about child safety and monetization practices on Roblox . Child protection groups allege that the hugely popular gaming platform exposes children as young as five to dangerous interactions with strangers , while also using mechanisms that encourage excessive spending and prolonged use of the service .

The case brings back to the forefront the discussion around the way in which modern gaming and social platforms are designed to keep users constantly active, especially when their audience consists mainly of children and adolescents.
Complaints about Roblox's "unfair and misleading" practices
The organizations Fairplay and the National Center on Sexual Exploitation are asking the FTC to investigate whether Roblox is engaging in practices that exploit children's developmental vulnerabilities . The complaint focuses primarily on the ecosystem of Robux , the platform's virtual currency, but also on the social features that encourage constant interaction.
See also: Roblox wants to attract more adult players
According to the organizations, the purchasing system is considered too complex for young children, making it difficult to understand the true cost of digital items. Users buy Robux with real money and then use it for skins, upgrades, game passes and virtual items, creating a “distance” between the purchase and the actual amount of money spent.
In one of the cases included in the complaint, a parent reported that his 10-year-old daughter spent more than $7,000 in just two months, despite restrictions that had been activated on her account.
The Roblox economy and engagement mechanisms
Roblox has grown into a massive digital economy, where millions of users create games, buy virtual goods, and interact daily. In 2025, the company recorded $4.9 billion in revenue, an impressive increase from the previous year.
However, critics of the platform argue that this success is partly based on “engagement maximization” techniques reminiscent of social media app strategies. Daily rewards, streak systems, social comparison mechanics and constant notifications are seen as elements that push children to keep coming back to the platform.
See also: Roblox calls its approach to AI models 'real-time daydreaming'

Loot boxes, where rewards are based on probability, are also of particular concern . The organizations argue that such systems resemble forms of digital gambling and can negatively affect children who have not fully developed self-control mechanisms.
Experts note that the use of psychology-driven design in gaming platforms is becoming increasingly common in the tech industry. Rewards, social pressure, and personalized incentives are considered particularly effective tools for maintaining user attention.
Concerns about conversations and contact with adults
Another critical point of the complaint concerns chat and voice communication systems . Despite the company's announced security measures, the organizations claim that children under 13 are still being exposed to inappropriate content and dangerous interactions.
Researchers who created test accounts for minors reported encountering sexual references, offensive language, and suspicious conversations within minutes of logging into popular games.
The complaint also refers to incidents of grooming and exploitation of minors, claiming that existing security filters are not sufficient to effectively protect children.
Roblox, for its part rejects the accusations, claiming that it has strict security policies, age verification mechanisms and restrictions that prevent children from communicating with adults. The company also emphasizes that the majority of games remain free and that only a small percentage of users make purchases.
See also: Netherlands: Investigation into the safety of minors in Roblox

Pressure on Big Tech platforms is increasing
The Roblox case is part of a broader wave of regulatory scrutiny of platforms aimed at young people, as US authorities increasingly scrutinize how tech companies use behavioral design techniques to increase engagement and revenue.
Following the legal developments involving Meta and YouTube for allegedly addictive design features, several analysts estimate that gaming platforms like Roblox will soon be at the center of new regulatory interventions.
Cybersecurity and digital policy experts point out that the conversation is now not just about the time children spend online, but also about how the platforms themselves are designed to influence the behavior, purchases, and psychology of younger users.
