39.7 million daily users are under 13. A University of Sydney study calls its mechanics "literally just child gambling." Roblox generated $3.6 billion in 2024 — largely from children who do not understand what they are spending. This page is for parents.
Roblox is one of the largest platforms in the world, and its primary audience is children. These numbers reveal the scale of the problem parents are facing.
Roblox launches as a platform where users can create and play games built by other users. It markets itself as a safe, creative space for children to learn and socialize.
Roblox introduces its virtual currency, Robux, which can be purchased with real money. The abstraction of real currency into virtual tokens begins to obscure the true cost of in-game purchases for children.
COVID-19 lockdowns send Roblox usage soaring. The platform reaches 32.6 million daily active users. With children isolated at home, Roblox becomes a primary social outlet — and spending skyrockets.
Roblox goes public with a direct listing on the NYSE, valued at $41 billion. More than half its revenue comes from users under 13. Wall Street celebrates while child safety advocates raise alarms.
Hindenburg Research publishes a damning report calling Roblox "an X-rated pedophile hellscape," citing evidence of grooming, pornography, and violent content. Bloomberg reports that police have arrested at least two dozen suspects since 2018 for abducting or abusing children met via Roblox. Texas AG sues the company.
University of Sydney researchers publish a study calling Roblox's loot box mechanics "literally just child gambling." 115 lawsuits are consolidated into a federal MDL. Tennessee and multiple other states file enforcement actions. Roblox reaches 151.5 million daily active users — and 39.7 million of them are under 13.
Roblox is not just a game. It is a platform built on psychological mechanics specifically designed to maximize engagement and spending — from an audience that is overwhelmingly children.
Popular Roblox games like Adopt Me!, Blox Fruits, and Pet Simulator 99 use monetized random reward mechanics — loot boxes. Your child pays real money (via Robux) for a chance at a rare virtual item. The odds are deliberately stacked against them. A 2025 University of Sydney study interviewing children aged 7 to 14 found that kids described these mechanics as "scams" and "cash grabs." The researchers called it "literally just child gambling" — because it uses the identical variable ratio reinforcement schedule that powers slot machines, applied to an audience where 42% is under 13.
University of Sydney, "'Literally just child gambling': study urges swift regulation of Roblox's in-game spending" (March 2025)Roblox creates intense social hierarchies based on virtual possessions. Limited-edition items, premium accessories, and rare pets become markers of status among children. Kids who cannot afford Robux face social exclusion. The platform exploits children's developmental need for peer acceptance by tying social belonging to spending. Limited-time events create artificial urgency, triggering impulsive purchases before children (or their parents) can evaluate the real-world cost. For a child, not having the latest item is not about missing a product — it is about being left out.
Anapol Weiss, "From Fun to Financial Pressure: How Roblox Monetizes Young Players" (2025)Roblox converts real money into Robux, a virtual currency with a deliberately confusing exchange rate (currently around 80 Robux per dollar, but rates vary by purchase amount). Individual games then create their own secondary currencies exchanged for Robux. This double abstraction makes it nearly impossible for a child to understand what they are actually spending. One 11-year-old in the University of Sydney study described navigating the system as "scary." The result is predictable: children spend far more than they realize, and parents discover hundreds or thousands of dollars in charges on their credit cards.
University of Sydney (2025); ParentsTogether, "Warning for Parents: Kids spending thousands on 'free' Roblox" (2024)Unlike a traditional game with a beginning, middle, and end, Roblox is a platform with millions of user-generated experiences. There is always another game to try, another world to explore, another item to earn. This infinite content supply eliminates the natural stopping points that exist in conventional games. A child never reaches "the end" of Roblox. Combined with 2.4 hours of average daily play, this creates a pattern where children cycle endlessly between experiences, each one triggering new reward loops, new social dynamics, and new spending opportunities.
Statista, "Roblox DAU and engagement" (2025); DemandSage, "Roblox Active Player Count" (2025)They're scamming me. … It's literally just child gambling.— Children aged 7–14 describing Roblox's loot box mechanics, University of Sydney study (March 2025)
This is not parental worry. These findings come from peer-reviewed research, clinical studies on gaming disorder, and investigations by regulators and short-sellers who examined Roblox's own data.
In March 2025, researchers from the University of Sydney published a study interviewing 22 children aged 7 to 14 and their parents about their experiences with Roblox's monetization systems. Despite Australia's 2024 ban on loot boxes for users under 15, the researchers found that popular Roblox games — Adopt Me!, Blox Fruits, Pet Simulator 99 — continue to feature monetized random reward mechanics that function identically to gambling. Parents reported feeling "overwhelmed and powerless" to protect their children. The researchers warned that with 42% of Roblox players under 13, these mechanics could be creating a pipeline to problem gambling.
University of Sydney, School of Architecture, Design and Planning (March 2025); The Conversation, "'Literally just child gambling'" (2025)The World Health Organization officially recognized Gaming Disorder in its International Classification of Diseases (ICD-11) in 2018. Core symptoms in children include tolerance (needing to play more to get the same satisfaction), withdrawal (irritability, anxiety, or sadness when unable to play), and conflict (gaming causing problems with family, school, or basic needs). A 2024 study published in Scientific Reports found that internet gaming addiction in children and adolescents creates a symptom network deeply intertwined with depression and anxiety, with "preoccupation" and "escape" serving as the strongest bridge symptoms connecting gaming addiction to mental health deterioration.
WHO ICD-11, Gaming Disorder (2018); Scientific Reports, "The symptom network of internet gaming addiction, depression, and anxiety among children and adolescents" (2024)The prefrontal cortex — the brain region responsible for impulse control, long-term planning, and understanding consequences — does not fully mature until age 25. In children under 13, it is dramatically underdeveloped. This makes children physiologically incapable of resisting the variable reward schedules, social pressure mechanics, and spending triggers that Roblox deploys. Research on loot boxes published in Royal Society Open Science found significant links between loot box spending and problem gambling, with adolescents being particularly vulnerable. Roblox is not exploiting a weakness. It is exploiting a developmental stage.
Royal Society Open Science, "Adolescents and loot boxes: links with problem gambling" (2019); Frontiers in Psychiatry (2024)Roblox generated approximately $3.6 billion in gross revenue in 2024. More than half of its 151.5 million daily active users are children. The platform's revenue model depends on converting children's play time into spending through Robux, loot boxes, premium subscriptions, and limited-edition items. A proposed class action lawsuit alleges Roblox violates the Children's Online Privacy Protection Act (COPPA) by collecting data from minors without proper parental consent — data that is then used to optimize the spending experience. Children are not just users. They are the product.
Roblox 2024 Annual Report; COPPA class action (Garcia v. Roblox Corp., 2024); DemandSage (2025)Research consistently shows that gaming addiction in children directly displaces essential developmental activities. A 2024 narrative review on internet gaming disorder in children found that IGD has measurable negative effects on sleep quality, academic performance, and social development in minors. Children with gaming disorder show increased aggression, attention problems, and cognitive performance issues. With Roblox users averaging 2.4 hours per day — and many playing far more — the platform is displacing homework, physical activity, family time, and sleep during the most critical years of brain development.
MedCrave, "Internet gaming disorder in children: a narrative review" (2024); BMC Public Health (2021)Other platforms are addictive. Roblox combines addiction mechanics, real-money gambling, and a predator crisis in a single product that specifically targets children under 13.
We found an X-rated pedophile hellscape, exposing children to grooming, pornography, violent content and extremely abusive speech.— Hindenburg Research, investigation into Roblox (October 2024)
Other addictive platforms like TikTok and Instagram harm users through content consumption. Roblox does that and more. It combines gaming addiction, gambling mechanics (loot boxes and random rewards), real-money extraction (Robux spending), social manipulation (status-based exclusion), and a well-documented predator crisis — all in a single product that deliberately targets children under 13. Most social media platforms at least pretend to have age restrictions. Roblox's business model is built on the fact that its primary users are children. The 39.7 million daily users under 13 are not an accident. They are the plan.
Hindenburg Research (2024); 5Rights Foundation, "Gaming platform Roblox unsafe for children" (2024)
Roblox's problems extend beyond screen time. The platform has become a documented site for child exploitation, predatory contact, and regulatory failure. Governments are now taking action.
Bloomberg reported that US police have arrested at least two dozen suspects since 2018 for abducting or sexually abusing children they met through Roblox. Hindenburg Research found that predators use Robux as a bargaining tool to exploit children. The platform's chat and messaging features have enabled grooming at scale.
Bloomberg investigation, cited in Hindenburg Research (October 2024)In December 2025, the Judicial Panel on Multidistrict Litigation consolidated 115 Roblox lawsuits in the Northern District of California. Plaintiffs allege the company failed to implement meaningful age verification, allowed predators to pose as children, and did not adequately moderate content or warn parents about risks.
MDL consolidation order, December 2025; ConsumerNotice.org (2026)Texas AG Ken Paxton sued Roblox for "putting pixel pedophiles and profits over the safety of Texas children." Tennessee AG Jonathan Skrmetti filed suit alleging Roblox deceives parents about safety. South Carolina opened a formal investigation. Florida and other states have joined the growing legal offensive against the platform.
Texas AG (2024); Tennessee AG (December 2025); South Carolina AG (December 2025)For years, Roblox has deceived Tennesseans about the serious safety risks its platform poses for kids, placing profits above child safety.— Tennessee Attorney General Jonathan Skrmetti, lawsuit against Roblox (December 2025)
Despite claiming to prioritize child safety, Roblox's content moderation has repeatedly failed to prevent sexually explicit content, violent material, and abusive speech from reaching child users. The Hindenburg Research investigation found children exposed to pornography, grooming conversations, and extremist content. The 5Rights Foundation, a UK-based child safety organization, concluded that "Gaming platform Roblox [is] unsafe for children." Roblox only began implementing basic safety updates in November 2024 — years after the problems were widely documented.
Hindenburg Research (October 2024); 5Rights Foundation (2024)Lawsuits allege that Roblox profited from money spent on Robux regardless of how that currency was ultimately used — including by predators who used Robux to groom children. Plaintiffs argue the company ignored red flags because stronger enforcement might hurt its bottom line. A COPPA class action alleges Roblox harvests children's data without parental consent and uses it to optimize engagement and spending. The pattern is consistent: every decision prioritized growth metrics and revenue over the safety of the children who generate that revenue.
Garcia v. Roblox Corp. (2024); Pritzker Hageman, "Roblox Harms to Youth" (2025); ConsumerNotice.org (2026)Banning Roblox entirely often creates more conflict than it solves. EvilEye gives parents a tool that works differently: it teaches your child to make a conscious choice before every session, building self-regulation instead of resentment.
Roblox's addiction loop works because opening the app is frictionless. Your child picks up their phone, taps Roblox, and they are instantly inside a world designed to hold them for 2.4 hours. There is no pause, no moment of reflection, no opportunity for their still-developing prefrontal cortex to evaluate whether this is how they want to spend their time. EvilEye introduces that pause.
The smile is not a gimmick. Research on embodied cognition shows that the physical act of smiling shifts emotional and cognitive state. When your child smiles before opening Roblox, they move from the automatic, habit-driven mode the platform exploits to a more conscious, deliberate state. They go from "I just opened Roblox without thinking" to "I am choosing to play Roblox right now." Over time, this builds a habit of intentionality that no parental control app can match.
When your child reaches for Roblox on autopilot, EvilEye intervenes. Before the app opens, it requires a genuine smile using iPhone's TrueDepth camera. This two-second pause breaks the reflexive pattern and shifts your child from reacting to choosing. No confrontation required — the system does it automatically.
After smiling, your child decides how long Roblox stays unlocked. Thirty minutes after homework? An hour on weekends? The choice is theirs, within the boundaries you set. The critical difference is that each session becomes a deliberate decision — not an automatic reflex. Roblox eliminates stopping cues. EvilEye puts one back.
When the chosen time expires, EvilEye steps back in. No arguments, no bargaining, no willpower drain for you or your child. The app locks again and the loop is broken. Over time, the number of reflexive Roblox launches decreases — because your child's brain learns that friction is waiting. Self-regulation develops naturally.
You now know how Roblox exploits your child's developing brain, what the research says about its gambling mechanics, and what governments around the world are doing about it. The only question left is whether you will wait for regulation — or protect your child today.
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