Roblox accused of predatory monetisation targeting Australian children
Two University of Sydney studies have found that Australian children aged six to 13 are being systematically scammed on the Roblox platform. Researchers observed that 14 of the 15 most popular Roblox games examined used deceptive tactics such as "near‑miss" visuals, countdown timers and loot‑box‑style random items to create a sense of urgency and encourage impulsive spending. The platform’s virtual currency, Robux, underpins an estimated $8.04 billion annual revenue, with many children converting pocket‑money or gift‑cards into the currency. Participants described the experience as a "cash grab" and a "scam", noting that they often received less value than promised. Professor Marcus Carter, who led the research, said, "Nearly all the kids that we spoke to had been scammed, and most had also scammed another child." Roblox has responded that it is investigating the flagged games, points to parental‑control features, and maintains that simulated gambling is prohibited. However, the studies argue the design exploits a legal technicality: because winnings cannot be cashed out, the platform avoids gambling definitions despite delivering a similar psychological experience.
The findings raise concerns about child protection, potential regulatory action in Australia, and broader scrutiny of monetisation practices on global gaming platforms.