Gaming

Exploring Roblox: A Disturbing Week in a Child's Avatar

A chilling week on Roblox reveals disturbing realities of child safety in online gaming, highlighting issues of cyberbullying and explicit harassment.

By Robert Taylor5 min readNov 05, 20252 views
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Introduction

As an eight-year-old girl navigating the vibrant yet chaotic world of Roblox, I found myself thrust into an unsettling experience. Here I was, a near-naked avatar among a crowd of strangers, attempting to explore a platform that boasts over 100 million active daily users, nearly half of whom are children under the age of 13. In Australia, a recent study has shown that kids on Roblox spend an average of 137 minutes each day immersed in its games. However, my journey through this digital landscape revealed a darker side, one that raises critical questions about child protection in online multiplayer games.

The Roblox Experience

Upon entering Roblox, I was greeted by a peculiar realization: my avatar didn’t resemble an eight-year-old at all. Instead, I looked like a grey Barbie doll, complete with exaggerated features that were far from childlike. My character sported a blocky head reminiscent of a marshmallow, with skin-tight clothing and high heels that felt uncomfortable on my avatar's bare feet.

Roblox allows users to create and customize their avatars, exploring millions of user-generated games. Despite the platform’s popularity and its status as a household name in both fashion and gaming, it remains a space where vulnerability is prevalent. Recently, Julie Inman Grant, Australia’s eSafety Commissioner, commented that while Roblox is currently exempt from Australia’s new social media ban, it still poses risks, especially for younger users. “We’re using other tools in our arsenal to keep these other platforms safer … just because a platform is exempted through the legislative rules doesn’t mean it’s safe,” she stated.

A Week of Disturbing Encounters

Over the course of my week on Roblox, I logged in as a child avatar to gain firsthand experience of the gaming app that has captivated Australian youth. What transpired was alarming. Despite having parental control settings activated, my avatar faced instances of cyberbullying, aggressive attacks, sexual harassment, and even crude behavior from other users.

My initial foray began in one of the platform’s most popular experiences for young girls, titled Dress to Impress, which has amassed over 6 billion visits since its launch in November 2023. At its peak, the game attracted more than a million concurrent users, drawing both children and adult fashion enthusiasts alike.

As I clumsily maneuvered through the game, accompanied by a smooth synth jazz soundtrack, I quickly learned that I was supposed to assemble outfits based on specific themes within a limited time frame. Some areas, such as the VIP Lounge, required spending real money—known as Robux—to access, but I had a selection of clothing items and accessories at my disposal.

Creating My Avatar

As I set out to create a “sci-fi” outfit, I scrambled to piece together an ensemble that included an eye-catching two-piece outfit and various accessories. In my search for the perfect look, I stumbled upon a knife and some playful cat ears, but I struggled to find a suitable face for my avatar. After exploring the makeup room, which offered a range of heavily made-up faces, I ended up with a head that resembled a Bratz doll paired with a provocative Barbie body.

The process of signing up for Roblox was straightforward. I was prompted to choose a username—making sure not to use my real name—and provide a date of birth. The platform required me to tick a box confirming that my parent or guardian had granted permission for me to create the account and agreed to their Terms of Use. The ease of entry into this digital world raises concerns about the safety measures in place for young users.

Unsettling Interactions

As I continued to engage with other players, I encountered a myriad of unsettling interactions. The anonymity afforded by the platform seemed to embolden some users to act inappropriately. I faced instances of cyberbullying where other avatars would hurl insults at mine, followed by aggressive actions where my character was 'killed' in the game. The experience felt overwhelming, and what was intended as a fun exploration quickly turned into a distressing reality.

More alarmingly, I encountered explicit harassment that was shocking, even in a gaming context. In this supposed safe space for children, I was subjected to sexual advances that were both inappropriate and disturbing. This behavior, coupled with other crude actions—like being subjected to virtual defecation—left me questioning the effectiveness of the platform's existing child protection measures.

Conclusion

My week in Roblox as a child avatar was a chilling exploration of the potential dangers lurking in online multiplayer games. While the platform is celebrated for its creativity and community, the experiences I encountered highlight significant issues regarding child protection and the necessity for enhanced safety measures. As the digital landscape continues to evolve, it is imperative that platforms like Roblox prioritize the safety and well-being of their young users. The responsibility lies not just with the companies behind these games, but also with parents and guardians who must remain vigilant in monitoring their children's online activities.

Tags:

#Roblox#Child protection#Online multiplayer games#Child labour#Children

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