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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.

Tech

SoftBank plans acquisition of DigitalBridge for AI expansion

SoftBank advances towards acquiring DigitalBridge to boost AI infrastructure amid soaring global data center demand

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SoftBank advances towards acquiring DigitalBridge to boost AI infrastructure amid soaring global data center demand

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In Short:
– SoftBank may acquire DigitalBridge to enhance its AI infrastructure amid rising global data centre demand.
– The deal could control $108 billion in digital assets, with financial details yet to be disclosed.

SoftBank Group is reportedly in advanced talks to acquire DigitalBridge Group, a move that would dramatically expand the Japanese conglomerate’s control over critical AI infrastructure as global demand for data centres accelerates. The potential deal, which could be announced within days, would give SoftBank exposure to roughly $108 billion in digital infrastructure assets, including data centres, cell towers and fibre networks. While financial terms remain undisclosed, the talks are said to be at an advanced stage.

The acquisition fits squarely into founder Masayoshi Son’s renewed bet on artificial intelligence and computing capacity. DigitalBridge manages investments in major data centre operators such as Vantage Data Centers, Switch, DataBank and AtlasEdge, placing SoftBank at the centre of the infrastructure powering next-generation AI. The company is also a key participant in Stargate, a $500 billion private-sector AI initiative announced earlier this year, and recently agreed to buy ABB’s robotics division as part of its broader push into physical AI.

Intensifying competition

Markets have reacted strongly to the prospect of the deal, with DigitalBridge shares surging as much as 47% after the initial reports emerged. The rally highlights intensifying competition for data centre assets, as AI drives unprecedented demand for computing power. McKinsey estimates AI-related infrastructure spending could reach $6.7 trillion by 2030, while Goldman Sachs forecasts global data centre power consumption will rise 175% from 2023 levels by the end of the decade. If completed, the acquisition would mark SoftBank’s return to direct ownership of a major digital infrastructure platform at a pivotal moment in the AI race.


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Italy orders Meta to open WhatsApp to AI competitors

Italy orders Meta to allow rival AI chatbots on WhatsApp amid regulatory battle over market dominance

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Italy orders Meta to allow rival AI chatbots on WhatsApp amid regulatory battle over market dominance

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In Short:
– Italy’s antitrust authority requires Meta to allow access to rival AI chatbots on WhatsApp during an investigation.
– Meta plans to appeal the ruling, claiming it disrupts their system and questioning WhatsApp’s role as an AI service platform.

Italy’s antitrust authority has ordered Meta to allow competing AI chatbots access to WhatsApp, suspending rules that blocked rivals. The decision comes amid concerns that Meta’s policies could limit competition and harm consumers in the rapidly growing AI services market. Meta plans to appeal, calling the ruling “fundamentally flawed” and arguing that WhatsApp wasn’t designed to support third-party AI chatbots.

The Italian Competition Authority began investigating Meta after its March 2025 launch of Meta AI on WhatsApp, later expanding the probe to cover updated business terms that excluded rival AI providers, such as ChatGPT, Microsoft Copilot, and Perplexity. The European Commission has launched a parallel investigation, highlighting growing regulatory scrutiny on tech giants in Europe.

Europe’s stricter stance on Big Tech has sparked pushback from the industry and political figures in the U.S., including former President Donald Trump. Meta maintains that its Business API restrictions still allow AI for customer support and order tracking, but says general-purpose chatbot distribution falls outside its intended use.


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China’s maglev breakthrough hits 700 km/h in seconds, reshaping the future of transport

China sets world record with maglev train hitting 700 km/h in just two seconds, revolutionising ultra-high-speed transport

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China sets world record with maglev train hitting 700 km/h in just two seconds, revolutionising ultra-high-speed transport

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In Short:
– Chinese researchers set a world record, accelerating a test vehicle to 700 km/h in two seconds.
– This milestone positions China as a leader in ultra-high-speed maglev technology and future transport developments.

China has set a new world record in magnetic levitation technology after accelerating a ton-class superconducting maglev test vehicle to 700 kilometres per hour in just two seconds. The achievement, reported by state broadcaster CCTV, marks the fastest acceleration ever recorded for an electric maglev system and cements China’s position at the forefront of ultra-high-speed transport innovation.

The test was conducted by researchers at the National University of Defense Technology on a 400-metre track, where footage showed the vehicle flashing across the rail-like structure in a blur, leaving a misty trail behind it. The breakthrough follows more than a decade of research tackling complex challenges such as ultra-high-speed electromagnetic propulsion, electric suspension guidance systems, and high-field superconducting magnets, all of which are critical to stable travel at extreme speeds.

Hyperloop technology

Beyond headline-grabbing velocity, the milestone opens the door to future transport systems, including vacuum-tube maglev networks, commonly referred to as hyperloop technology. Scientists say the same advancements could also be applied to aerospace launch assistance, electromagnetic launch systems, and advanced experimental testing. According to Professor Li Jie from the National University of Defense Technology, the successful trial will significantly accelerate China’s research into frontier technologies, with future work focusing on pipeline-based high-speed transport and aerospace equipment testing.

While China now leads in superconducting maglev acceleration, global competition remains fierce. Japan still holds the record for the fastest manned train, with its L0 Series maglev reaching 603 kilometres per hour during testing in 2015. China, however, operates the world’s only commercial maglev service — the Shanghai Maglev — which currently runs at 300 kilometres per hour after its top speed was reduced from 431 kilometres per hour in 2021.

The December test builds on earlier progress made this year, including a 1.1-ton test sled that reached 650 kilometres per hour in seven seconds over a 600-metre track in June 2025. Together, these developments signal rapid momentum in China’s push toward next-generation transport systems that could redefine how people and payloads move across the planet.


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