Keep children off Roblox if frightened, CEO Dave Baszucki tells mother and father | EUROtoday
Technology editor & reporter

Parents who don’t need their youngsters on Roblox mustn’t allow them to use it, the chief govt of the big gaming platform has mentioned.
The website, which is the most well-liked within the UK amongst younger players aged eight to 12, has been dogged by claims of some youngsters being uncovered to express or dangerous content material by means of its video games, alongside a number of reported allegations of bullying and grooming.
But its co-founder and CEO Dave Baszucki insisted that the corporate is vigilant in defending its customers and identified that “tens of millions” of individuals have “amazing experiences” on the positioning.
When requested what his message is to oldsters who don’t need their youngsters on the platform, Mr Baszucki mentioned: “My first message would be, if you’re not comfortable, don’t let your kids be on Roblox.”
“That sounds a little counter-intuitive, but I would always trust parents to make their own decisions,” he informed BBC News in an unique interview.
Gaming large
US-based Roblox is among the world’s largest video games platforms, with extra month-to-month customers than Nintendo Switch and Sony PlayStation mixed. In 2024 it averaged greater than 80 million gamers per day – roughly 40% of them under the age of 13. Its huge empire consists of some 40 million user-generated video games and experiences.
In the UK the Online Safety Act, which is available in to drive in April, has strict legal guidelines for all tech companies particularly aimed toward defending youngsters from on-line harms.
But Mr Baszucki says he stays assured in Roblox’s security instruments and insists the agency goes above and past to maintain its customers secure.

“We do in the company take the attitude that any bad, even one bad incident, is one too many,” he says.
“We watch for bullying, we watch for harassment, we filter all of those kinds of things, and I would say behind the scenes, the analysis goes on all the way to, if necessary, reaching out to law enforcement.”
Players who select to not show what he calls “civility” can face short-term time-outs and longer bans, and Roblox claims to analyse all communications that go between members on the platform, more and more utilizing extra superior AI methods and different tech to take action — and something flagged is distributed for additional investigation.
In November final 12 months, underneath 13s had been banned from sending direct messages, and likewise from enjoying in “hangout experiences” which options chat between gamers.
Safety filters bypassed
However, the BBC was in a position to create two pretend accounts, one aged 15 and one aged 27, on unlinked units and alternate messages between the 2.
While the filters caught our makes an attempt to overtly transfer the dialog onto a distinct platform, we discovered simple methods to re-word requests to speak elsewhere and make recommendations about enjoying extra grownup video games.
When we confirmed the Roblox boss these findings, he argued that our instance highlighted the comparative security of Roblox: that individuals felt they needed to take content material which could breach Roblox’s guidelines to different platforms.
“We don’t condone any type of image-sharing on our own platform, and you’ll see us getting more and more, I think, way beyond where the law is on this type of behaviour,” Mr Baszucki says.
He admits there’s a delicate steadiness between encouraging friendships between younger individuals, and blocking alternatives for them come to hurt, however says he’s assured Roblox can handle each.
We additionally put to him some Roblox recreation titles that the BBC has found had been really helpful by the platform to an 11 year-old not too long ago, together with:
- ‘Late Night Boys And Girls Club RP’
- ‘Special Forces Simulator”
- ‘Squid Game’
- ‘Shoot down planes…as a result of why not?’
When we requested whether or not he thought they had been acceptable, he mentioned he places his religion within the platform’s age ranking methods.
“One thing that’s really important for the way we do things here, is it’s not just on the title of the experience, it’s literally on the content of the experience as well,” he says.
He insists that when Roblox charges expertise, they undergo rigorous tips and that the corporate has a “consistent policy” on that.
Mr Baszucki based the platform with Eric Cassel in 2004 and launched it to the general public in 2006 – a 12 months earlier than the primary Apple iPhone appeared, heralding the beginning of the smartphone period.
Mr Baszucki describes his youthful self as “less of a gamer, and more of an engineer”, and the pair’s first firm was an training software program supplier known as Knowledge Revolution. But they quickly seen that youngsters weren’t solely utilizing the product to do their homework.
“They wanted to play and build stuff. They were making houses or ships or scenery, and they wanted to jump in, and all of that learning was the germination of Roblox,” he says.
The title Roblox was a mash-up of the phrases “robot” and blocks” – and it stuck. The platform grew quickly in popularity – and there were also early warning signs of its future issues.
Mr Cassel noticed some players “beginning to act out” and not always behaving in a “civilised” way a couple of months after it launched, recalls Mr Baszucki.
He says the roots of building a “belief and security system” therefore began “very, very early” and that in those earlier days there were four people acting as safety moderators.
“It sort of is what launched this security civility basis,” he adds.
But despite attracting decent numbers, it was a year later, when the firm launched its digital currency Robux, that it really started to make money.
Players buy Robux and use it to purchase accessories and unlock content. Content creators now get 70% of the fee, and the store operates on dynamic pricing, meaning popular items cost more.
Mr Baszucki says there was some initial resistance among the leadership team about Roblox becoming more than a hobby for its players, with the introduction of a digital economy.
Robux stayed, and the firm is now worth $41bn (£31bn).
Its share price has fluctuated since it went public in 2021, but overall Roblox shares are worth about one third more than they were six months ago, at the time of writing. Like many big tech firms its value peaked during Covid, when lockdowns meant millions of people were indoors.
Mr Baszucki compares his experience of building Roblox with how Walt Disney may have felt about his creations.
He describes his job as “somewhat like having the chance he had a very long time in the past when he was designing the Magic Kingdom”, and is focused on Roblox’s ongoing evolution into a Metaverse-style experience where people go about their daily lives in a virtual world, in avatar form.
They have also been public in their ambitions to eventually attract 10% of the world’s gamers.
Asked to describe Roblox in three words, he replies: “The way forward for communication.”
We finish our time together playing a couple of his favourite games: Natural Disaster Survival and Dress to Impress.
We use his account and he’s constantly recognised by other players — but we still get smashed to pieces by a blizzard outside the Natural Disasters mansion.
Additional reporting by Ammie Sekhon
https://www.bbc.com/news/articles/c5yrjkl7dd6o