A study by the University of Sydney highlights how children struggle with misleading in-game spending features in Roblox and urges for more regulation.

Study Examines the Effects of Roblox In-Game Purchases on Children

Roblox is one of the largest gaming platforms globally, attracting more monthly users than both the Nintendo Switch and Sony PlayStation combined. Like many other modern games, Roblox also has microtransactions that allow players to pay real money to get various loot boxes with a different chance of giving the purchaser some different in-game items.

However, a new study conducted by the University of Sydney has revealed that children struggle with complex and deceptive in-game spending features. The survey team emphasized the pressing need for action from policymakers, regulators, and platform developers.

Called “They’re Scamming Me”: How Children Experience and Conceptualize Harm in Game Monetization, the survey involved 22 children aged 7 to 14, along with their parents, to explore their experiences with digital spending. It offered unique insights into how young players handle digital transactions. Eighteen of the interviewed children played Roblox.

Here’s What the Study Found

Dr Taylor Hardwick said that the study found that the design of in-game spending features in games such as Roblox causes harm to young users. The findings reveal that although children appreciate their purchases, they face difficulties with complicated transactions and misleading mechanics. Many children and parents referred to them as “scams,” “cash grabs,” and even “child gambling.”

In the interview, the researchers gave children AUD $20 to spend however they liked to understand their decision-making. While four children used their debit cards to buy non-digital items like bicycle parts, toys, and sweets, 12 children made purchases within Roblox.

In addition, the study found the children have difficulties understanding the game’s digital currency system. An 11-year-old described navigating the virtual currency system as “scary,” with limited understanding of the real-world costs tied to their spending. Others found it challenging to understand the complex conversion rates between Robux and game-specific currencies, making it hard to comprehend the true value of their purchases.

What’s the Reaction from Parents?

According to Researcher Professor Marcus Carter, parents express feeling overwhelmed and powerless in protecting their children from these misleading features. Virtual currencies obscure purchase values which makes it difficult for children to discern the value of the items they want to buy in digital games. This leads to children spending more than they realize in the game.

Professor Carter also said that since digital gaming is becoming a central part of childhood, immediate action is needed to safeguard young users from financial exploitation. Strengthening the enforcement of Australia’s current loot box bans is essential to ensure compliance. The country banned loot boxes for users under 15, but many Roblox games still feature monetized random reward mechanics and many people have compared that to gambling for children.

Professor Carter explained that child safety should be prioritized over profit. In addition, he and his colleagues urge policymakers, regulators, and platform developers to collaborate in creating online gaming environments that are safe, transparent, ethical, and prioritize the best interests of children.

It’s Not the First Time Roblox Has Come Under Criticism

It’s not the first time that Roblox has been criticized for the content that it provides children. The platform has been accused of exposing children to explicit or harmful content through its games, for example. In addition, there have been numerous reported instances of bullying and grooming over the years. Other countries aside from Australia have also seen controversies regarding the game’s currency and how it’s used. For example, children in the UK have been exposed to illegal gambling via Robux casinos. Robux is the game’s currency which has been used by some online casinos which have allegedly accepted even children.

A couple of weeks ago in an interview for the BBC, Roblox’s co-founder and CEO Dave Baszucki insisted that the company is vigilant in protecting its users. He further pointed out that tens of millions of people have “amazing experiences” on the platform.

Baszucki also argued that parents who are hesitant to allow their children on the platform should simply not let them play. He explained that this advice might sound somewhat counter-intuitive, but he would always trust parents to make their own decisions.