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    Home»Digital Culture»Metaverse & Virtual Worlds»Roblox says it ‘continues’ to set a standard for online safety
    Metaverse & Virtual Worlds

    Roblox says it ‘continues’ to set a standard for online safety

    JamesBy JamesAugust 4, 2026No Comments4 Mins Read
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    Roblox says it ‘continues’ to set a standard for online safety
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    Content notification on self-harm, child sexual abuse and exploitation

    In its latest financial report, Roblox Corp lauds its safety tools, including proactive age-checks to access communications as well as age-based accounts, as a pathway to continue to set a standard for digital safety—despite ongoing legal pressure from state governments and parents of children abused onRoblox.

    As noted in the<a href="https://s27.q4cdn.com/984876518/files/doc_financials/2026/q2/Roblox-Q2-2026-Earnings-Shareholder-Letter.pdf” rel=”nofollow noopener” target=”_blank”>Q2 2026 financial reportfor the period ended July 30, 2026, the company dedicates a section to the ways in which it is connecting all users with “safety and civility,” as the title says. Mainly, Roblox Corp mentionsage checksaround chat restrictions, which limit communications between minors and adults, as well asage-based accountsfor younger users, aimed at players aged between five and eight, and those aged nine to 15. Both of these features were implemented the first half of the year.

    With these tools, the company saysRoblox”continues to push forward on setting the Global Standard for healthy, safe, and age-appropriate digital engagement.” This statement comes amid public concerns from federal governments and lawsuits alleging the platform endangers and exploits children.

    This year alone started withAustralian communications minister Anika Wellscalling Roblox Corp to explain how it is protecting children from adult content. In a letter to the company sent in February, Wells expressed being “alarmed by reports of children being exposed to graphic and gratuitous user-generated content on the platform, including sexually explicit and suicidal material.”

    The same month,Los Angeles County sued Roblox, alleging the platform is an “unsafe online environment that has become a breeding ground for predators.” The company issued a statement in response to the lawsuit, saying that it “strongly” disputes the claims, and that it “will defend against it vigorously.” Then, in April, it was reported that theCanadian federal governmentis concerned about the extent to which violent extremists, white nationalists, and pedophiles are usingRobloxand other online platforms to target and recruit children.

    The company has regularly defended its practices even in the face of mounting pressure. In November, Roblox Corp CEO David Baszuckiclashed with reporterswhen pressed about child safety. Previously, Baszucki saidduring an interview, “If you’re not comfortable, don’t let your kids be onRoblox.”

    57 percent of Roblox’s global daily active users have age-checked

    As noted in the financial report, 57 percent of global daily active users (DAU) have age-checked. Specifically, the US and Australia surpassed 70 percent, advancing toward Roblox’s long-term goal of 90 percent.

    “Age-check penetration rates with U18 users are 60 percent globally and 75 percent in the US,” the company says.

    Meanwhile, the short-impact of aged-based accounts on engagement and bookings have been “in line with our expectations,” albeit without sharing specifics. In regards to chat, Roblox says it has started to see an improvement in on-platform communications, while admitting that there’s still work to do to drive those above pre-age check levels.

    “Following last quarter’s reduction in on-platform communication, we are executing a multi-modal roadmap across text, voice, and video to increase chat density and improve player experience,” Roblox says.

    In last quarter’s financial report, Roblox reported having 132 million global DAU, down from 144 at the end of 2025 (thanks,The Verge). At the time, the company said growth was “tempered by greater-than-expected headwinds” due to the rollout of its age-check features, which “slowed new user acquisition.” Now, as per Q2, the average DAU figure is 123 million.

    The company’s long term vision is to “become the definitive platform for interactive entertainment, play, and connection.” Nowadays, playing together with friends drives a large share of playtime onRoblox, but the company believes a significant portion uses off-platform communication tools, which “may not align” with its safety standards.

    “Our roadmap includes a plan to provide users the option to video chat with friends or stream with their Roblox avatar,” the company says. “Because the calls will originate within the Roblox app and accompany users as they move between games, they deliver a safer, richer, more immersive connection than any off-platform alternative.”

    RobloxTop StoriesFinancial Reporting

    Continues Online Roblox Says Standard
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