Roblox turns a blind eye to child exploitation (whether being creeped on by adults, or being exploited by teens/adults to make games) and makes a fortune out of it. If it weren't online, it'd be illegal and people would be in jail.
Also, Roblox's favourite thing - other than sitting back and rolling in the cash that their playerbase generated for them - is puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Oh, and the company scrip - Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money. They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden. This is on top of the 75% cut they take!
In all, approximately 17% of the real-world money paid into Roblox is paid back out to creators. What a scam.
My kids play Roblox and get often get gift cards from friends for birthday presents etc. I've always hated that a gift card for $20 can't be redeemed for the equivalent Robux. Instead you get options to purchase Robux and the most you can redeem is about ~$16, so then you have left over cash and have to get another gift card. Dark pattern.
There's an option buried somewhere in there to convert left-over real dollars into robux. They don't make it too prominent else no-one would be sitting there looking at the expensive robux options that offer (mostly, but NOT always!) a better exchange rate.
CEO of Roblox was once asked whether he would ever put prediction markets inside Roblox, he gave a straight face answer: https://youtu.be/XpIXRgMlPo4?t=2122
In case you don’t want to watch the video: his answer is yes BUT he needs to figure out how to do it legally in the different jurisdictions that control kids gambling.
I don't understand why that isn't regulated to hell by all sorts of securities and banking laws, with reporting requirements and background checks and eKYC and mandatory reserves and all that. If the poker chips can be transferred and then cashed, I don't think that's allowed in most gambling laws. That's way past gambling.
Are you using gambling as an example here? I don't fully understand the relation. There isn't any way to gamble Robux for more Robux on the platform, and in the cases which are arguable (such as on-platform item trading), the money must be transferred through Roblox's Developer Exchange programme, which can't be done for Robux not earned directly from experiences.
If I understand what you mean correctly, then any Robux transferred between 2 users wouldn't be able to be cashed or exchanged for fiat for the same reason as above. If they can try to fake it by selling avatar items or experience products to another user, they would immediately be hit with the usual 30% marketplace fee, then have to attempt to get through manual DevEx review with what is very obviously a suspicious set of transactions.
The reason they're not scrutinised by security and banking laws is because the Roblox platform and economic system are carefully designed so that such abuse is neither profitable nor feasible, and as such there's nothing to uncover in any potential investigation.
It’s depressing how many lucrative big tech (FAANG/Unicorn) jobs are effectively scams with business glitter on top. And it’s not always obvious unless you really sit down during the interview process and scrutinize the business model.
> (...) puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Sounds an awful lot like the AppStore, to be honest.
I'm not sure what it would take and/or how the reaction would be to 3rd party "bank" player(s) inside the game offering real exchange rates sitting in between and suing if Robox killed their account and took their "Robux" with it. Assuming players can exchange Robux inside the game without issue.. I'm guessing they take a cut on all transactions, which is kinda sus/garbage itself.
The 2 videos linked here are nearing 5 years old now and have been refuted many times, including by some of the developers mentioned in the article. To condense it as much as possible:
The 1st video hinges on a point where they find that developers earn a revenue cut of 24.5%, a number that isn't correct because
1. it's found by multiplying 3 arbitrarily chosen numbers together (the DevEx rate, the default sales fee, and the mean price of Robux) which isn't representative of what the average developer is earning and barely appears in the actual cash flow on the platform,
2. it's using the DevEx rates and sales fees from 2021. Today, DevEx rates are higher and fees are lower. Engagement-based payouts are not accounted for here either (which are also much higher than they were in 2021).
3. it's profit, not revenue. The expenses are paid for before the money is paid out. Comparing this to other platforms that offer revenue shares instead is misrepresentative.
The 2nd video hinges more on moderation, showing how children are exploited by bringing them off platform, namely to Discord, where most of the evidence referenced in the video takes place. Broadly, this is Discord's problem, not Roblox's.
They then suggest Unity as an alternative platform, which I personally think is a much worse option. I used to be more cynical about this and believe the video creators were clearly being pushed by companies that had a financial incentive in the downfall of Roblox, though nowadays I just attribute it to bad journalism and watchbait.
> They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden
Specifically through the DevEx programme, Roblox pays a small amount less than it costs to buy Robux to enable them to pay for server upkeep, platform hosting & support, and app store fees (when a developer's game is available through an app store, the app store fees for purchases are paid by Roblox). The rest (any Robux taken out of the economy, including that spent on advertising or first-party avatar items) goes towards platform investment and employee costs.
> This is on top of the 75% cut they take!
The DevEx rates have already been factored into this inaccurate "75%" figure. Taking the DevEx rates out a 2nd time (which, emphatically, never happens on the platform) makes it more inaccurate.
The actual figure, calculated at <https://create.roblox.com/docs/monetize-experiences>, is 67% given to developers per in-experience dollar spent, making for a near industry-standard 33% cut. And even this is underrepresentative due to being published before the September 2025 DevEx increase.
“On average, 67% of all spending in experiences supports OR goes to developers.” Supports here does not actually mean they get paid that money.
Later it mentions the actual money going to developers as: “This enables us to return 28%* directly to the developers.” And yes that 28% includes an asterisk.
> 67% given to developers per in-experience dollar spent
This is misleading because for every dollar spent, $0.67 is not what developers get paid. The link (https://create.roblox.com/docs/monetize-experiences) you referenced clearly says 25% is the "Developer share".
The cost to run the platform is the platform's cost."Platform hosting & support" and "App stores & payment processing fees" should not be considered as developer operational cost
Yes—the 24.5% figure is suspect because it multiplies three numbers, ignoring how revenue shares vary by tier, price, and region. A credible estimate needs the full sale distribution: tiered take rates, refunds, taxes, and processing margins; a single mean price isn't representative. With transaction-level data, compute the weighted take: sum(take_rate_i * sale_i) / sum(sale_i), or present a bounded range from the observed distribution.
> Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money.
Yup, so many people focused on sexual exploitation that they ignore the traditional exploitation. Doesn't look any better when you realize ALL sexual exploitation is downwind of this financial one.
I come from the Minecraft modding/server community. There is interesting fact that I like to tell people about the sheer size of Roblox compared to other communities like Minecraft.
The largest Minecraft server in the world is Hypixel at around ~30K concurrent players. Most other servers are very far behind.
There is one Roblox game that looks and plays like Minecraft and copied one single gamemode (Bedwars) common in servers like Hypixel. It had 60K+ concurrent players last time I checked late last year.
There are almost definitely more people playing BedWars on Roblox than there are playing it on Minecraft at this very moment.
(I don't have a minecraft account) but Trust me when I say this but within developing countries especially. You can find 3-4 people out of 1 who plays on hypixel but can't because they can't pay for the game usually when we are really young which is also roblox's most major userbase.
I can imagine Hypixel being atleast 2x and a rough estimate of 5x more the size if they support Cracked Minecraft accounts for example.
Btw, this is also the reason why aternos is so popular within some communities because a free server which can have cracked option. Sign me up starts happening in bulk.
Me and my friends had an aternos server. It was truly something out of this world meeting them tomorrow after having 10 people together in a minecraft server.
I was the person though who spent way too much time and had less stacked gear lol in the end because some of my friends were like bandits haha, who stole my stuff from caves and in general, I have spent much of my time in minecraft during the starting (nothing -> diamond) then afterwards (diamond -> end/netherite)
Anyways my point is that we all could've definitely been on hypixel and something similar if Hypixel supported crack client. For example 11 of us or more played the game one time or another (not sure) within our single class of 50 people and only one of the guys had an minecraft account.
One of my friends literally got into some cash-app type stuff with a shady tetris to earn money app which showed ads to earn 25$ just so that he can buy minecraft to play on hypixel and the game fundamentally required something impossible and my friend felt so depressed at the time and he's one of the smartest people I know. A) people are easy to scam, B) he and many of us had so much desperation to play on hypixel in general.
You can get an alt (and I used to) for free or very cheap which would work everywhere unless on hypixel which had stricter rules and the difference between account prices could be 10x back or more that at that point its just better to make a minecraft account just for hypixel or similar. (I remember seeing accounts for 3$ or something that would work everywhere except hypixel)
I asked him if I should write a blog post to name and fame the company but he denied and he was truly sad that day :(
All of this combined can show how Roblox truly hits a jackpot with it being a free game. Most people might not pay but because of the perceived fame of the game and the number of people playing it. The people who pay would be more likely to pay and I see some people/kids who really look for ways to make robux online.
So with all of this, its easy to see how these (usually teen developers like us) can make something which can land 100k$ as unachievable that sounds.
one of my friends racked in quite a lot of money making 3d sprites in blender for these roblox people and in exchange used to have them buy blender extensions. Those extensions were truly a lot of money if he had to go buy them.
I would, I think, probably argue that the problem is less that they're gambling and more that they involve actual money.
I think exposing people to addictive mechanics with guard rails is probably useful for teaching you how you respond to them, before you go to Vegas and blow far more than you budgeted.
In particular, I don't think you're going to ban addictive things faster than people can build them, and I know you can't rely on parents having conversations with kids, so I feel like all you can do is try to remove the whirring buzzsaw of real money incentives and let people learn that it's sharp, but foam sword sharp, where you can't ruin your life permanently (easily) with it.
"According to the company, their monthly player base includes half of all American children under the age of 16." - Wikipedia
2 decades in the making, they are really hitting their stride. But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
I run a studio that makes Roblox experiences and this is Discord's problem, and will immediately become Telegram's problem the decade where parents and policy makers figure out its Discord's problem
their kid went into an experience within Roblox so I can see that's the branding, the parent paid the kid's allowance in Robux, so I can again see that's the branding
but this is largely a symptom of parents nationwide not paying attention whatsoever
I've talked to many parents, aunts and uncles, they don't know they're the central bank of Roblox of a currency that can be accumulated and cashed out, let alone that its a distributed set of third party experiences.
Roblox Corporation already has age gated talking ability on platform. What specifically should they be doing when everything happens in different communities and off platform?
See this is why I think the whole age verification thing is backwards. If you want to create child friendly spaces then you need to verify someone's age is under 18, 16, 13 etc.. That's a way more real and tangible harm than a teenager looking at a
nudie mag.
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
It's first and foremost a huge risk for kids.
My solution is simple: my daughter (11 y/o) can play Roblox but she must be in a game with another friend (whom I know and whom I know her parents) and she must on a video/conf-call with that friend, using another device, while she plays Roblox. That way I hear everything they're saying.
And they're ecstatic and having lots of fun.
I check the chat once in a while: the rule is "not hiding the chat when parents look or no more Roblox".
My grandsons would come and stay, bringing tablet devices with them, and would prefer to stay glued to them the whole time.
Since we banned their use, they now play outside with my other grandchildren, on the rope swing, the zip line, or exploring in the woods making dens and forts, using their imaginations.
Children should not be playing computer games, or scrolling on any social media, IMO.
I think a fair number of us here got into computers because of playing computer games as kids.
The issue is setting limits.
Now obviously banning is easier and lower friction but limiting to an X time per day routine can also help with self-discipline. Depends on the person.
Kids can have the same issue with TV.
I had an issue as a kid with books. My parents had to limit my reading time because I would stay up all night under my covers with a flashlight reading.
I have heard a number of parents saying their kids are "good behaved" when they are silently glued to a screen, while roaming outside, making noise and playing are bad behaviours, specially when they break things or get a bruise.
playing Roblox got me into game development, and helped to teach me the basics of general programming. i did have previous experience from Python etc, but Roblox gave me a breeding ground for actually doing something with those skills.
My youngest has played Roblox half her life, but is very angry about recent decisions like requiring ID to chat in-game.
Still, if she's anything like other players, she's spent countless hours playing some of the most mindless Roblox games, and we've spent a few $100 on Robux gift cards over the years.
> she's spent countless hours playing some of the most mindless Roblox games
It sounds like you disapprove, or at the very least recognise it’s not harmless, so I’m struggling to understand why you allow and incentivise it (by pouring hundreds of dollars into it).
Would you expand on that? I have no intention of judging you as a parent—if you say you approve of her time on Roblox, that’s that. I’m only asking because it seems you might not.
You know, just as a thought, if you have engaged with her like taking her outdoors or other activities, she wouldn't spend so much time or money on a stupid online video game.
I admittedly harbor a bunch of resentment towards Roblox for the predatory way they have encircled my childrens' friends, and my children as well, so take my feelings with a grain of salt.
I didn't get far in this article.
It feels like the modern equivalent of "there is a kid named LeBron James who is only 19 and will be make millions in the NBA." Roblox Millionaires might be true, but feels like an anomaly, and in this case, causes serious harm IMHO. Lebron James actually has used his wealth and prominence to make a difference in the world, and if he encouraged kids to get active, it feels like on balance a good thing.
I just don't see a good/happy career path for anyone becoming a Roblox Millionaire no matter whether it is true for even one person. Maybe it isn't the point, but if it isn't, why even celebrate it?
Also, Roblox's favourite thing - other than sitting back and rolling in the cash that their playerbase generated for them - is puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Oh, and the company scrip - Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money. They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden. This is on top of the 75% cut they take!
In all, approximately 17% of the real-world money paid into Roblox is paid back out to creators. What a scam.
https://www.youtube.com/watch?v=_gXlauRB1EQ
https://www.youtube.com/watch?v=vTMF6xEiAaY
https://www.roblox.com/my/account#!/billing
you will receive the exact amount you would get from the equivalent conversion rate of the closest "package"
Scams and grifts from top to bottom.
"Would you let kids gamble?" - "It sounds very fun and obvious." "To be clear, we think it's a horrible idea!"
I don't understand why that isn't regulated to hell by all sorts of securities and banking laws, with reporting requirements and background checks and eKYC and mandatory reserves and all that. If the poker chips can be transferred and then cashed, I don't think that's allowed in most gambling laws. That's way past gambling.
If I understand what you mean correctly, then any Robux transferred between 2 users wouldn't be able to be cashed or exchanged for fiat for the same reason as above. If they can try to fake it by selling avatar items or experience products to another user, they would immediately be hit with the usual 30% marketplace fee, then have to attempt to get through manual DevEx review with what is very obviously a suspicious set of transactions.
The reason they're not scrutinised by security and banking laws is because the Roblox platform and economic system are carefully designed so that such abuse is neither profitable nor feasible, and as such there's nothing to uncover in any potential investigation.
Sounds an awful lot like the AppStore, to be honest.
Didnt know about these asymmetries within payin/payout: This is like a casino where I have an "exchange rate for their chips"?
The 1st video hinges on a point where they find that developers earn a revenue cut of 24.5%, a number that isn't correct because
1. it's found by multiplying 3 arbitrarily chosen numbers together (the DevEx rate, the default sales fee, and the mean price of Robux) which isn't representative of what the average developer is earning and barely appears in the actual cash flow on the platform,
2. it's using the DevEx rates and sales fees from 2021. Today, DevEx rates are higher and fees are lower. Engagement-based payouts are not accounted for here either (which are also much higher than they were in 2021).
3. it's profit, not revenue. The expenses are paid for before the money is paid out. Comparing this to other platforms that offer revenue shares instead is misrepresentative.
The 2nd video hinges more on moderation, showing how children are exploited by bringing them off platform, namely to Discord, where most of the evidence referenced in the video takes place. Broadly, this is Discord's problem, not Roblox's.
They then suggest Unity as an alternative platform, which I personally think is a much worse option. I used to be more cynical about this and believe the video creators were clearly being pushed by companies that had a financial incentive in the downfall of Roblox, though nowadays I just attribute it to bad journalism and watchbait.
I suggest reading EcoScratcher's brilliant response <https://medium.com/@ecoscratcher/7e1c1f0fc493> and follow-up articles <https://medium.com/@ecoscratcher/e51651da6bf4>, of which their 2nd video briefly mentions and claims it misquotes (it doesn't) and misrepresents (it doesn't) their position.
Edits in response to parent comment edits:
> They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden
Specifically through the DevEx programme, Roblox pays a small amount less than it costs to buy Robux to enable them to pay for server upkeep, platform hosting & support, and app store fees (when a developer's game is available through an app store, the app store fees for purchases are paid by Roblox). The rest (any Robux taken out of the economy, including that spent on advertising or first-party avatar items) goes towards platform investment and employee costs.
> This is on top of the 75% cut they take!
The DevEx rates have already been factored into this inaccurate "75%" figure. Taking the DevEx rates out a 2nd time (which, emphatically, never happens on the platform) makes it more inaccurate.
The actual figure, calculated at <https://create.roblox.com/docs/monetize-experiences>, is 67% given to developers per in-experience dollar spent, making for a near industry-standard 33% cut. And even this is underrepresentative due to being published before the September 2025 DevEx increase.
LIES, from that link:
“On average, 67% of all spending in experiences supports OR goes to developers.” Supports here does not actually mean they get paid that money.
Later it mentions the actual money going to developers as: “This enables us to return 28%* directly to the developers.” And yes that 28% includes an asterisk.
That’s a 72% cut to the platform.
https://github.com/Heliodex
https://devforum.roblox.com/u/lewin4/
This is misleading because for every dollar spent, $0.67 is not what developers get paid. The link (https://create.roblox.com/docs/monetize-experiences) you referenced clearly says 25% is the "Developer share".
The cost to run the platform is the platform's cost."Platform hosting & support" and "App stores & payment processing fees" should not be considered as developer operational cost
I strongly disagree with that.
Dead Comment
Wtf? That should not be legal.
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(This is not to dismiss the roblox concerns, it's a "yes-and")
Dead Comment
The largest Minecraft server in the world is Hypixel at around ~30K concurrent players. Most other servers are very far behind.
There is one Roblox game that looks and plays like Minecraft and copied one single gamemode (Bedwars) common in servers like Hypixel. It had 60K+ concurrent players last time I checked late last year.
There are almost definitely more people playing BedWars on Roblox than there are playing it on Minecraft at this very moment.
https://romonitorstats.com/experience/6872265039/
however, Hypixel seems to have overtaken it! last Saturday, it peaked at 39,000 concurrent players. i prefer the original gamemode anyway
That number is just insane.
For comparison - top Steam concurrent game is 3.2 million in PUBG.
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(I don't have a minecraft account) but Trust me when I say this but within developing countries especially. You can find 3-4 people out of 1 who plays on hypixel but can't because they can't pay for the game usually when we are really young which is also roblox's most major userbase.
I can imagine Hypixel being atleast 2x and a rough estimate of 5x more the size if they support Cracked Minecraft accounts for example.
Btw, this is also the reason why aternos is so popular within some communities because a free server which can have cracked option. Sign me up starts happening in bulk.
Me and my friends had an aternos server. It was truly something out of this world meeting them tomorrow after having 10 people together in a minecraft server.
I was the person though who spent way too much time and had less stacked gear lol in the end because some of my friends were like bandits haha, who stole my stuff from caves and in general, I have spent much of my time in minecraft during the starting (nothing -> diamond) then afterwards (diamond -> end/netherite)
Anyways my point is that we all could've definitely been on hypixel and something similar if Hypixel supported crack client. For example 11 of us or more played the game one time or another (not sure) within our single class of 50 people and only one of the guys had an minecraft account.
One of my friends literally got into some cash-app type stuff with a shady tetris to earn money app which showed ads to earn 25$ just so that he can buy minecraft to play on hypixel and the game fundamentally required something impossible and my friend felt so depressed at the time and he's one of the smartest people I know. A) people are easy to scam, B) he and many of us had so much desperation to play on hypixel in general.
You can get an alt (and I used to) for free or very cheap which would work everywhere unless on hypixel which had stricter rules and the difference between account prices could be 10x back or more that at that point its just better to make a minecraft account just for hypixel or similar. (I remember seeing accounts for 3$ or something that would work everywhere except hypixel)
I asked him if I should write a blog post to name and fame the company but he denied and he was truly sad that day :(
All of this combined can show how Roblox truly hits a jackpot with it being a free game. Most people might not pay but because of the perceived fame of the game and the number of people playing it. The people who pay would be more likely to pay and I see some people/kids who really look for ways to make robux online.
So with all of this, its easy to see how these (usually teen developers like us) can make something which can land 100k$ as unachievable that sounds.
one of my friends racked in quite a lot of money making 3d sprites in blender for these roblox people and in exchange used to have them buy blender extensions. Those extensions were truly a lot of money if he had to go buy them.
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Games are filled with loot boxes that drop exquisite items on chance. It's a repeated cycle of charging robux only to spend on another slot machine.
US regulation is far behind protecting children from such scheme. Japan disallows many forms of such loot boxes due to addictive nature.
Crazy to say this when they've basically pioneered and perfected gacha games.
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I think exposing people to addictive mechanics with guard rails is probably useful for teaching you how you respond to them, before you go to Vegas and blow far more than you budgeted.
In particular, I don't think you're going to ban addictive things faster than people can build them, and I know you can't rely on parents having conversations with kids, so I feel like all you can do is try to remove the whirring buzzsaw of real money incentives and let people learn that it's sharp, but foam sword sharp, where you can't ruin your life permanently (easily) with it.
And also because my kids can spend tens of dollars in minutes on it.
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2 decades in the making, they are really hitting their stride. But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
My understanding is that the recent improvements are face scans, and communication limited to people within a few 4 year windows.
They've also increased moderation of chat significantly, especially for the lower age windows.
What low hanging fruit do you see? What's the "ideal" system? Seems like a hard problem, if any sort of cooperative communication/play is involved.
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I run a studio that makes Roblox experiences and this is Discord's problem, and will immediately become Telegram's problem the decade where parents and policy makers figure out its Discord's problem
their kid went into an experience within Roblox so I can see that's the branding, the parent paid the kid's allowance in Robux, so I can again see that's the branding
but this is largely a symptom of parents nationwide not paying attention whatsoever
I've talked to many parents, aunts and uncles, they don't know they're the central bank of Roblox of a currency that can be accumulated and cashed out, let alone that its a distributed set of third party experiences.
Roblox Corporation already has age gated talking ability on platform. What specifically should they be doing when everything happens in different communities and off platform?
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It's first and foremost a huge risk for kids.
My solution is simple: my daughter (11 y/o) can play Roblox but she must be in a game with another friend (whom I know and whom I know her parents) and she must on a video/conf-call with that friend, using another device, while she plays Roblox. That way I hear everything they're saying.
And they're ecstatic and having lots of fun.
I check the chat once in a while: the rule is "not hiding the chat when parents look or no more Roblox".
Keeps her mostly at bay from predators.
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Since we banned their use, they now play outside with my other grandchildren, on the rope swing, the zip line, or exploring in the woods making dens and forts, using their imaginations.
Children should not be playing computer games, or scrolling on any social media, IMO.
The issue is setting limits.
Now obviously banning is easier and lower friction but limiting to an X time per day routine can also help with self-discipline. Depends on the person.
Kids can have the same issue with TV. I had an issue as a kid with books. My parents had to limit my reading time because I would stay up all night under my covers with a flashlight reading.
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https://www.crainsdetroit.com/article/20070917/SUB/709170352...
https://mixergy.com/interviews/andrew-fashion/
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Still, if she's anything like other players, she's spent countless hours playing some of the most mindless Roblox games, and we've spent a few $100 on Robux gift cards over the years.
It sounds like you disapprove, or at the very least recognise it’s not harmless, so I’m struggling to understand why you allow and incentivise it (by pouring hundreds of dollars into it).
Would you expand on that? I have no intention of judging you as a parent—if you say you approve of her time on Roblox, that’s that. I’m only asking because it seems you might not.
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I didn't get far in this article.
It feels like the modern equivalent of "there is a kid named LeBron James who is only 19 and will be make millions in the NBA." Roblox Millionaires might be true, but feels like an anomaly, and in this case, causes serious harm IMHO. Lebron James actually has used his wealth and prominence to make a difference in the world, and if he encouraged kids to get active, it feels like on balance a good thing.
I just don't see a good/happy career path for anyone becoming a Roblox Millionaire no matter whether it is true for even one person. Maybe it isn't the point, but if it isn't, why even celebrate it?