Illustration by Elliot Gray Roblox, the multibillion-dollar gaming platform, was launched in the early 2000s under the premise that games were the next frontier for education software. Kids could design multiplayer online enclaves using a set of building blocks and a simple coding language. Unlike other companies' complex, graphics-intensive games, Roblox's were the kind of thing kids might imagine during recess, like Experience Gravity or Work at a Pizza Place. The platform's weird, whimsical ethos attracted thousands, then millions of kids, who moved through its worlds as Lego-like avatars with frozen smiles and beady eyes, spending Robux to spruce themselves up with virtual wigs, clothes, dragon tails or wings. Eager to access young eyeballs, big brands crafted their own games, such as Gucci Town and Nikeland. Developers received a 30% cut of any sales, and Roblox took the rest. Bookings last year, mostly from Robux, reached $3.5 billion. With 78 million daily active users today, Roblox has become social media for the youngest generation. Every second, according to Roblox, it processes more than 50,000 chat messages—Hey loser, cute outfit, let's be friends—through its moderation protocols, a combination of artificial intelligence technology and human workers that the company says scans all user content, including audio and text. Roblox has about 3,000 moderators, significantly fewer than TikTok, which has three times the number of daily users but employs 40,000 moderators. (Roblox says the number of moderators isn't an indicator of quality.) Unlike other mass-market social media apps, which bar kids under 13 or shunt them into sanitized versions, Roblox was made for children. More than 40% of its users are preteens, and with that market come special hazards. Since 2018, police in the US have arrested at least two dozen people accused of abducting or abusing victims they'd met or groomed using Roblox, according to data compiled by Bloomberg Businessweek. These predators weren't just lurking outside the world's biggest virtual playground. They were hanging from the jungle gym, using Robux to lure kids into sending photographs or developing relationships with them that moved to other online platforms and, eventually, offline. Roblox's chief safety officer, Matt Kaufman, calls safety and civility "foundational" to the company. He notes that the platform's moderation systems scan all chat and other digital content, bleeping out inappropriate words and blocking players from sending images. Those systems, which can intervene in under a minute, are even more restrictive for kids under 13, Kaufman says. He rejects the idea that Roblox has a systemic problem with child endangerment and describes the issue as industrywide. "Tens of millions of people of all ages have a safe and positive experience on Roblox every single day," he says. But Olivia Carville and Cecilia D'Anastasio interviewed a number of people who've worked for Kaufman who say Roblox is on its back foot in its battle against predators. Read more from the investigation here: Roblox's Pedophile Problem |
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