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‘Literally just child gambling’: what kids say about Roblox

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‘Literally just child gambling’: what kids say about Roblox, lootboxes and money in online games

Roblox is one of the world’s most popular online platforms for children, offering a variety of “experiences” including games and virtual spaces. Most of the experiences are free, but offer upgrades, bonuses and random items in exchange for cash.

What do kids make of it? In new research, we interviewed 22 children aged seven to 14 (and their parents) from November 2023 to July 2024. Some 18 of the 22 played Roblox.

In the interviews, we gave children an A$20 debit card to spend however they liked, to help us understand children’s decision-making around spending. While four children purchased non-digital items with their debit card (such as bicycle parts, toys and lollies), 12 children made purchases in Roblox.

We found children greatly value their Roblox purchases – but complain of “scary” and complex transactions, describe random reward systems as “child gambling”, and talk of “scams” and “cash grabs”, with the platform’s inflexible refund policy providing little recourse.

What is Roblox?

Created in 2006, Roblox bills itself as “the ultimate virtual universe that lets you create, share experiences with friends, and be anything you can imagine”. There are 380 million monthly active users globally.

Around 42% of Roblox players are under 13 years old. In 2024, a study found Australian players aged four to 18 spent an average 137 minutes a day on it.

Roblox has come under fire in recent years, particularly for the prevalence of grooming and child abuse on the platform. Despite parental controls, many feel that it’s still not doing enough to protect children.

Much of Roblox’s US$3.6 billion revenue in 2024 was generated via in-game microtransactions, particularly through purchases of its virtual currency Robux.

Free to play – but plenty to pay for

Screenshots of an account with a birthday in 2013 and a game screen showing a popup reading 'Buy Big Gift for $199 each?'
Researchers created a Roblox account with a listed age of 12, and could immediately purchase random reward items in the Adopt Me! game.
Roblox/Hardwick & Carter

It’s free to play Roblox. But Roblox and Roblox creators (people who make the platform’s “experiences”) make money via in-game purchases.

In Roblox experiences, players can purchase all sorts of things – cosmetic items to change the appearance of player avatars, functional items to use in games, and passes which give access to games or VIP experiences.

Some Roblox games also offer random reward mechanics such as lootboxes, which offer players a chance-based outcome or prize (sometimes via monetary purchases).

Lootboxes were banned for users under 15 in Australia in 2024. However, we found many of Roblox’s most popular games still have random reward mechanics for sale to accounts under 15 years of age.

In response to questions from The Conversation, a Roblox spokesperson wrote:

As a user-generated content platform, we provide our developer community with tools, information and guidelines that apply to aspects of gameplay within their games and experiences, including the recent classification update relating to paid random items. We take action on reports of developers not following guidelines or not using our tools properly to meet local compliance requirements.

Concerns about children’s digital game spending often focus on the idea that engaging with random reward mechanics might later lead to problem gambling.

While this remains the subject of ongoing research, our research shows Roblox’s spending features already harm children now. Children already feel misled or deceived.

Random rewards and ‘child gambling’

Many of Roblox’s most popular games, such as Adopt Me!, Blox Fruits and Pet Simulator 99, include random reward features. Players can purchase items of random rarity, and can often use or trade these items with other players.

One child in our study explained that playing these games is “literally just child gambling”.

Random reward mechanics are confusing for children who may not have a strong understanding of statistics or risk. This caused conflict in the families we spoke to, when children were disappointed or upset by not receiving a “good” reward.

Our research echoes earlier work identifying harms to children from monetised random reward systems.

‘Scary’ virtual currencies

Roblox also uses virtual currencies, which must be purchased using “real” currency. For instance, A$8.49 or US$5.00 will purchase 400 Robux to spend in games.

Some popular Roblox games then have their own virtual currency. Players must first convert real-world money into Robux, then convert the Robux into a game’s currency of “diamonds” or “gems”.

Some children we spoke to had sophisticated ways to handle these conversions – such as online Robux calculators or mental maths. However, other children struggled.

An 11-year-old described navigating nested virtual currencies as “scary”. A 13-year-old, when asked how much they thought Robux cost in Australian dollars, said, “I can’t even begin to grasp that.”

Virtual currencies make it difficult for children to discern the true price of items they want to buy in digital games. This leads to children spending more than they realise in games – something that concerns them.

Children referred to many of these in-game spending features and outcomes as “scams”, “tricks” and “cash grabs”. Although children value their in-game purchases, and parents use in-game spending to teach values around saving and spending money responsibly, these features ultimately harm children.

Current protections are not enough

Digital games have demonstrated benefits for childrens’s education, social lives and identity development. Children also value the items they purchase in digital games. However, efforts to make money from games aimed at children may have significant financial and emotional impact.

Our research does not suggest monetisation features should be barred from children’s games. But our findings indicate that policy regarding children’s digital safety should try to minimise harm to children as a result of their digital spending.

In particular, we conclude that monetised random reward mechanics and virtual currencies are not appropriate in children’s games.

Other countries have struggled to regulate lootboxes effectively. Current legislation, such as the Australian classification changes introduced last September, which ban lootboxes for players under 15, is not fit for purpose. Roblox is currently rated PG on Google Play store and 12+ on the Apple App Store, despite many of its most popular games including paid chance-based content.

Our interviews also found that parents feel lost navigating the complexities of these games, and are extremely anxious about how their children are being monetised.

Australia’s eSafety Commissioner has argued that the way forward for children’s safety online is “safety by design”. In this approach, digital service providers must design their services with the safety of users as a top priority.

In our conversations with children, we found this is not currently the case – but could be a good starting point.The Conversation

Taylor Hardwick, Postdoctoral Research Fellow in the School of Architecture, Design and Planning, University of Sydney and Marcus Carter, Professor in Human-Computer Interaction, ARC Future Fellow, University of Sydney

This article is republished from The Conversation under a Creative Commons license. Read the original article.

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Apple unveils thinner iPhone Air to excite upgrades

Apple launches thinner ‘iPhone Air’ amid price hikes, aiming for customer upgrades despite challenges in AI features and tariffs

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Apple launches thinner ‘iPhone Air’ amid price hikes, aiming for customer upgrades despite challenges in AI features and tariffs

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In Short:
– Apple has introduced the new iPhone Air, priced at £999, to attract customers and update its smartphone line.
– The Air features innovations like a battery accessory, while Apple faces competition in AI capabilities.
Apple has launched a new “iPhone Air” model, marking its first significant smartphone release in years.
The new device, priced at $999, aims to attract customers following difficulties in delivering AI features.

This model replaces the Plus line and initiates a refresh since the iPhone X.Banner

The iPhone Air is designed to pave the way for a potential foldable iPhone next year, indicating Apple’s commitment to creating thinner devices. Analysts highlight challenges with foldable technology, expressing optimism about Apple’s advancements.

The iPhone 17’s base price remains at $799, with the cheapest Pro model starting at $1,099.

Tariffs will be avoided as Apple sources most iPhones from India. The company introduced a battery accessory to enhance the Air’s life, although it adds bulk.

Design Innovations

Apple has also introduced new AirPods Pro featuring a heart monitor and an Apple Watch that can detect high blood pressure.

However, the company faces criticism for lagging AI capabilities compared to competitors like Google. Investor sentiment remains positive following a strong sales quarter and positive developments regarding trade tariffs.

Futurum Group CEO Daniel Newman said that the iPhone 17 launch comes at a “really tough” moment for Apple.

“The problem with Apple is that everything that’s showing up today is, in fact, pretty incremental,” he told CNBC’s “Power Lunch.” “Yes, the phone is thinner, and yes, it looks great. We haven’t had a big supercycle in four years.”

Other devices

The new AirPods Pro 3 boast improved audio quality and noise cancellation. A new feature is real-time translation of conversations in foreign languages. They cost $249, the same as their predecessor.

Apple released three new Apple Watch models: the Series 11, which includes updates to the low-end SE and high-end Ultra models. Prices remain unchanged. Apple has added a new health feature to the devices, using machine learning to assess the risk of high blood pressure.

Apple’s iOS 26 will be available as a free software update on Monday.

Apple shares down after event concludes

Investors appeared indifferent to Apple’s latest product announcements, including the new iPhone Air model and Apple Series 11 Watch.

As a result, Apple shares fell by approximately 1.5% after the event concluded.


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Apple may increase iPhone prices despite tariff management

Apple may increase iPhone prices despite managing Trump-era tariffs effectively ahead of new model launch

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Apple may increase iPhone prices despite managing Trump-era tariffs effectively ahead of new model launch

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In Short:
– Tim Cook strengthened Apple’s U.S. investment with a $100 billion commitment despite tariff pressures.
– Analysts predict iPhone price rises due to increased component costs and enhanced features.
Apple CEO Tim Cook has successfully managed the company’s relationship with the White House amid tariffs.
Cook presented President Donald Trump with a gold plaque while announcing a $100 billion U.S. investment.
This was part of a broader commitment to spend $600 billion in the U.S. over the next five years.Banner

Despite these efforts, analysts predict Apple may raise iPhone prices due to ongoing tariff pressures.

CounterPoint’s Jeff Fieldhack noted speculation about a potential increase. While Apple has managed the impact of tariffs better than anticipated, it has incurred costs amounting to $800 million recently.

Pricing Trends

Apple has a history of cautious pricing strategies.

While it has not raised prices significantly in recent years, component costs have increased. Analysts expect upcoming iPhones to boast enhanced features, which could justify a price rise.

Additionally, reports suggest an entry-level Pro model may be eliminated, leading consumers to face higher starting prices for new devices. Cook previously stated that there were no immediate price changes to announce.


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Google avoids major penalties in U.S. antitrust case

Google avoids severe penalties in U.S. antitrust case as judge allows payments to maintain deals with Apple and others

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Google avoids severe penalties in U.S. antitrust case as judge allows payments to maintain deals with Apple and others

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In Short:
– U.S. Judge Mehta ruled Google can’t have exclusive search deals, allowing ongoing distribution payments.
– The decision supports collaboration with Apple and reflects changing market dynamics amid AI advancements.
U.S. District Judge Amit P. Mehta ruled that Google cannot secure exclusive search engine deals, allowing distribution payments to continue.
According to The Wall Street Journal, the judge acknowledged the potential harm to partners like Apple if such agreements were prohibited.The ruling follows Mehta’s previous finding that Google maintained a 90% search market share through illegal practices.

Mehta explained the changing market dynamics, particularly due to AI technology, arguing against drastic interventions that could disrupt competition.

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The decision is viewed positively by Wall Street analysts, as it allows Google to continue its $20 billion annual payment to Apple for being the default search provider.

This arrangement could further foster collaboration on AI services.

Future Innovations

The ruling impacts Google’s ability to create exclusive agreements and requires data-sharing to boost competition.

Critics argue the remedies are insufficient, with calls for an appeal regarding Mehta’s perceived leniency toward Google.

In related news, Google stated the judgement reflects industry changes, affirming that competition remains robust. The Justice Department plans to review the ruling’s implications for restoring competition in the search market.


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