Mum, can I play Roblox? Navigating online gaming safety for parents and caregivers - EMF 2026
Watch on YouTubeVideo summary
The presentation addresses the critical challenge of navigating online gaming safety in a digital landscape that many adults struggle to understand, emphasizing that while children's minds have not fundamentally changed, their environments are increasingly built within virtual arenas. The speaker highlights Roblox as the dominant platform for young people today, noting its user-generated content model which allows anyone to create games ranging from educational simulators and hobbyist activities like fishing to horror titles and shooters rated for minimal or mild violence despite containing inappropriate language or themes. A significant concern raised is that free-to-play models often function similarly to social media by monetizing attention through loot boxes, roulette-style reward systems, and microtransactions designed to exploit psychological triggers of addiction and compulsive engagement, leading many children to spend substantial amounts of money in an attempt to maintain their progress or avoid losing items they have just acquired.
Beyond financial risks, the talk outlines severe safety issues including sleep deprivation due to late-night gaming sessions that mimic social media scrolling habits, a loss of connection with real-life peers and family members, and the pervasive threat of sexual exploitation within online spaces. Research cited indicates that pedophiles actively use platforms like Roblox as hunting grounds for children under the guise of innocent games, leading to high rates of grooming, harassment, and assault among young users. The speaker illustrates how boundaries are frequently subverted through various methods such as creating secondary accounts with adult profiles, using face-scanning features to bypass age restrictions, playing on friends' devices where parental controls differ, or simply forgetting that a game has switched from private to public servers due to in-game objectives requiring interaction with strangers.
Setting effective boundaries requires parents and caregivers to adopt flexible strategies rather than rigid rules, recognizing that different families have unique needs and circumstances such as caring for elderly relatives or managing illness which may temporarily alter gaming habits. The speaker recommends utilizing resources like the Family Gaming Database to filter games based on specific criteria regarding age appropriateness, absence of loot boxes, lack of advertisements, and safety from online strangers while also suggesting paid downloadable titles that remove financial incentives to keep children engaged indefinitely. Crucially, parents are encouraged to occasionally play these games alongside their children to understand the appeal and context of their interests, fostering open conversations where mistakes can be normalized without shame so that children feel safe reporting unsafe encounters or accidental rule-breaking rather than hiding them out of fear of punishment.
Ultimately, the core message is about maintaining an ongoing dialogue with children regarding online safety while accepting that perfection is impossible in a world full of curious and sometimes vulnerable young people who may stumble upon inappropriate content regardless of parental controls. By creating an environment where honesty is valued over strict adherence to rules at all costs, parents ensure that their children will seek help when they encounter terrifying games or uncomfortable situations instead of isolating themselves out of embarrassment. The speaker concludes by urging families to normalize the reality that errors happen and that support remains available even after a breach occurs, thereby building resilience against cyberbullying blackmails and ensuring that no child feels alone in facing the complexities of the digital world.
Read the full video transcript
[applause]
Ah, thank you for having me. This works.
Um, so this is MC called Mom Can I Play
Roblox, Navigating Online Gaming Safety
for Parents and Caregivers. Um, it's
sort of based around a paper I wrote
where I said, "Children's minds have not
fundamentally changed, but some
childhoods are now being built in a
digital arena that many adults do not
understand."
So, in this talk, I'm going to talk
about what online games young people are
playing nowadays,
what are the risks, what we can consider
when setting boundaries, and what you
can do. And I want to stress this is not
a you must do it this way or you can't
do it this way. Every family is
different. Every child is different.
It's more about learning more about
what's out there and how we can have a
relationship with online gaming that
suits the whole family. So, why should
you listen to me? I've been playing
video games for a job for four years. I
have broken over 2 million blocks in
Minecraft in that time. I have played
Roblox for over 2,000 hours. And I think
if my Fortnite kills were real kills,
I'd probably be the worst serial killer
of all time.
This is how I look at work. Um, and the
way I work is with young people who are
neurode divergent or mentally unwell,
often out of education, and I play with
them, get to know them, um, learn about
their world, and over time, I've got a
100% success rate of getting them back
into education or some kind of
educational placement. Um, but I'm a
millennial, so if you're anything like
me, if you think of gaming, you might
think of this is from the museum near my
house. It's so embarrassing.
[laughter]
I know, right? Unlike PlayStation 3 was
I don't that was yeah it's past my time
um or you might be a bit older remember
the yeah
but times have changed so when we look
at what young children are playing
nowadays
this um offcom did a passive study so
they tracked children's
gaming traffic on their tablets and
smartphones you'll see the absolute
biggest is Roblox I believe all of these
apart from Minecraft are free to play
which like social media if It's free to
play, then you are the product. They
usually contain adverts and are very
heavily focused towards getting you to
purchase things in game with real money.
But obviously 61% of children are
playing Roblox. What is it? How many
adults here have played Roblox before?
Excellent.
Most have not. So, let me introduce it
to you. Peggy, who set the uh video
gaming age requirements, used to say it
was age seven and changed it to parental
guidance recommended, saying that
parents should be aware that most of the
content is userenerated and therefore
constantly changing and evolving. By its
nature, some of the content that's added
may not be suitable for young children.
Revealing reality did a study, I think
in 2025. They found a lot of problems.
Roblox fixed the problems. They said
they did. revealing reality came back
and did another study and even after all
the fixes they said that their child
avatar was still able to experience
inappropriate behavior on the chat and
over audio. This included racial slurs,
sexual acts and swear words. And they
were also able to bypass voice chat
moderation and easily exchange social
media contact details. And when I
surveyed the children, the parents in my
children's classes, 83% of the children
had played Roblox. What does it look
like? Like this. These are the latest
games I played with the children I work
with. It's kind of a mess, so I'll
introduce it to you. There are games a
bit like uh Gran Turismo, like Corsera
Driving, Red Line. There's the most
amazing category of like Birmingham
Vehicle Simulator where you can go to
Gregs and get a sandwich. Not actually
joking. There are kind of hobby games
like fishing and cooking. Like when you
get older, you might work in a hospital
or dress up. And there are Skibbly
Dubdub. Yes. Yes. Skibbly Toilet games.
Anybody can make a game and put it on
Roblox. There are some slightly scarier
games, too. Medfed, you get chased by
this terrifying bear. Rivals is a
shooting game and die of death. I figure
you can understand that. So, I just
searched for scary on Roblox. This is
what came up.
All of these games, apart from one, are
rated minimal, which says it is the
safest rating designed for all ages,
featuring no intense violence, gore, or
inappropriate language. I believe
there's no inappropriate language, but
would you want your three-year-old to be
playing one of those?
Maybe you do.
Um,
that's Roblox for you. There's also
Fortnite, which is rated Peggy 12 for
mild violence. and 60% of the children
in my children's classes have played
that. And finally, Minecraft rated Peggy
7 for mild non-realistic fantasy
violence and potentially scary scenes.
And this was the most commonly played
game in my children's classes, but
that's not that's not
that's not applicable to every class.
So, what are the risks in gaming?
The first one I would say is compulsive
engagement and addiction. When I said
that the free-to-play games encourage
you to spend money, there are often
roulette wheels. There are, especially
in Roblox, if you stay for five more
minutes, you'll get 10 coins. Stay for
20 minutes, you'll get 20 coins. Stay
for 50 minutes, you'll get 100 coins and
a chance to win something that only one
in 100 people get or one in a thousand
people get. And then you can pay to have
more chances to win those things. And
it's a cycle like fashion where in a
fishing game for example, there's a new
rod called the EMF rod that everybody
really wants and they might spend
literally hundreds of pounds to get this
rod and then next season comes out and
the next rod is called the Glastonbury
rod and everybody wants that rod and
they will spend hundreds of pounds to
get that rod.
Um the Ofcom did the study and they
found out that of 8 to 17 year olds
who've gained online in the last month,
this percent of them had spent money and
it was 53%.
And the saddest part of that study for
me was that some of the children had
spent the money to not lose something
that they already had got in the game,
which made me really sad because
children have so little uh so little
control over their life and their space.
They might have just finally got the
really cool Glastonbury rod and then
they had to spend money to not have it
taken away from them. There's a concept
called flow by a Hungarian psychologist
called Mihi Chik Mihi. Um, and there's
also a concept of pooy flow, I'm going
to call it. Um, so flow is the idea that
we get into a state when we are
challenged but not too challenged. We
are having a good time. Time flies by
like you're maybe doing wood carving or
something and all of a sudden you've
been doing it for hours and you've got a
lovely spoon which is you must all have
had that experience doing something.
However, these games are designed to
hijack this the reward system in your
brain. So you constantly feel in that
state of flow, but what you're achieving
often isn't anything meaningful or
tangible, which ultimately leads you to
be more sad when you finish it because
you you haven't got anything to show for
it. Whereas if you've carved a spoon,
you can show your friends. If you've
played a game, you're probably going to
feel a bit sad that you haven't seen
your friends. More issues are sleep
issues. So they studied uh American
adolescents.
What percentage do you think are getting
insufficient sleep?
>> 40 80
>> 90
it's uh 77.
And these are children that are growing.
Their brains are growing. bodies are
growing and developing and that sleep is
needed to grow. And there was a
shockingly high amount. I think it was
like 40 getting less than 5 hours of
sleep an average night.
Um, but we've all probably scrolled
social media late at night. And these
games are very similar in terms of the
way they keep you in and hook you in.
Another issue is losing touch with
people in real life. Um, Offcom again
studied young people. How many hours do
you think an 8 to 14year-old is spending
on their smartphone, tablet or computer
a day?
six, sorry, four, eight. They're at
school for like most of those hours.
This isn't at school. This is just on
their own personal devices and it is
just under 3 hours a day. And of course,
that's hours when they are not doing
anything else. The saddest one uh risk
in my opinion is probably sexual
exploitation. This picture came from the
BBC. It was Roblox uh a couple of years
ago. Um Offcom do some great research.
So, they went to the dark web and they
asked people that were looking for
indecent images of children where they
would find it if they weren't on the
dark web, like where they would go to
for that for that stuff. And they had
like 1,19 pedophiles replied to that
survey, which is just it's really cool
surveying, I think. I wouldn't even know
how to get on the dark web, let alone
anyway. And they found out that 8% of
them say they would go to online games
to find children. And of them of those a
lot of them mentioned roadblocks by
name. That's why the most commonly uh
found category of indecent imagery of
children is self-generated. Now I think
there is an issue maybe where we think
children are very vulnerable when they
go out of the house to the park to a
supermarket to a shop and we keep them
quite locked up. But when they go online
and we think it's a fun game it's number
one on the app store. It looks like it's
for kids. It's fine. It says age 3+.
However, there aren't pedophiles hanging
around in the local park, but there are
an awful lot of them on some online
games.
And of all the children I work with that
have played Roblox, almost all of them
have experienced sexual harassment,
assault, or um
what's the word? Grooming by people,
adults.
So, talked about the bad things. and
Anga talk about how to set boundaries.
This is me um begging [laughter]
and the whole game in Roblox was to just
beg to get fake money. Like it sounds
mad, but it's quite addictive. Like you
just keep begging, getting more money.
Um how do we set boundaries? Firstly,
we're going to think about which games
are you going to treat stuff like
Duolingo or Times Table Rockstars the
same as Roblox or Fortnite? Are there
games you think they should have access
to all the time? None of the time.
Um, and which platforms are you going to
have different rules for different
platforms?
Which certificate or which mature
themes? And this might vary depending on
your children or their age. So, I really
recommend a website called
familygamingdatabase.com.
And when you go to it, you can search
for games for certain ages and you can
search if you don't want it to have
drugs and alcohol, you don't want it to
have loot boxes, which is the addictive
um things that you have a chance of
winning. Um, you can have no adverts, no
online strangers. Um, it's also really
good. They've got uh lists of games that
are good for children who are grieving,
children who are struggling with sibling
rivalry, and they've got a great
category of accessible games, too, for
colorblind people, people with like one
hand. Um, so I'm going to rate that
website really well.
Back to setting boundaries. Um, when are
you going to let them play? For how
long? With who? related to for how long
is the end time
and I think there are kind of three and
I think as parents we've probably done
all of these at some point with our
children. Number one 7:00 we're getting
off the console. Good. Number two when
it's dinner time when we're going to go
out when the cars deiced we're going to
go. And number three is just when we
kind of get sick of it. We go right time
to get off do something fun. Get off the
screens.
Number two, I think, is the one of the
hardest ones for children. Um, because
they don't really have the same concept
we do of how long it takes to, for
example, a takeaway to arrive or for
chips to be cooked. And because of that,
if you're playing a game like Fortnite
where the whole aim of the game is to go
from a 100 people on an island to one
person, if the clock's ticking down and
you're like in the top three and your
mom says, "Right, it's time to have
dinner." I would be quite angry if I was
kicked up at that point. It's a bit like
you're at a cliffhanger episode of East
Enders and somebody turns the TV off and
goes, "Right, time to go out and have
fun." It's not very fair. And of course,
you're going to get quite angry. So,
talk to your kids about what they're
doing. And if you can make a compromise,
this will be your last round of
Fortnite, for example. That might be
helpful.
And of course, this will change over
time and it must be an ongoing
conversation because the rules we set
for our kids when they're three will not
be the rules we set for our kids when
they're 13. So, I'm going to talk about
the ways some boundaries can be
subverted. This image came from Roblox 3
weeks ago. I reported it the whole game
because the game is a nightclub where
people jerate on other people. It was
still up a week later, still available
for all ages, and there were still
topless people in Roblox there.
One way they can be survited is from the
games, but it could be just through
playing at a friend's house. So, I've
known many parents that have been quite
strict on what games their children play
and then they they come. My supervisor,
in fact, she was like, "My son was at
his friend's house and he played
Fortnite and I don't know how to deal
with this." Um, and you can't keep them
safe in a bubble forever. It might also
be through seeing footage on YouTube.
It's very common nowadays. In fact, when
my son was in year one, all the children
in his school were playing Grand Theft
Auto in the playground. I don't think
they actually played the game. They may
have played the game, but it was um one
of those moments where you realize that
as strict as you can be in your
household, society and culture all
around. A way I have seen is that a
child will make a second auto account.
So if you've set your kid up really
carefully on Roblox and had it really
safely as safe as you can do it and
their account is EMF festival then their
child might make similar account but EMF
F
number one V A L and when you flick over
to look at their screen it looks like
their old account so you're thinking
they're great but actually this child is
able to talk to anybody on the game is
able to uh get email addresses said
they're an adult. Um, I've seen that
happen a number of times with children I
work with.
One thing I'm often told by parents who
think Roblox is great is they only play
on private servers with friends.
However, you have to select a private
server. You can't just set it so they
can only go on a private server. So, you
have to click away from the main game
and onto a private server, which is easy
to forget. And also, a lot of these
games, they one of the KPIs is how much
time you spend on the game. So they will
often have it so you have to go to
public server to meet more people. So
your your goal for the day will be to I
don't know tag eight strangers which you
can't do in a private server. So it
encourages you to go to a bigger server
and tag eight people so you get your
four golden ingots that help you get the
EMF rod maybe.
Um, another really common one, when we
set our like thresholds so high, like we
set real good safety, sometimes life
just gets in the way and we just go,
"Oh, the pin number is
um" and then they remember it cuz kids
have a really good memory for stuff like
that and a terrible one for when it's
time to brush your teeth. It's it's
insane.
Um, another common one also that I've
seen is a child can ask an older child,
a teenager to scan their face. So
sometimes they'll know that a kid in
school scans as over 18 and they will
all scan that one so they can get access
to the adult Roblox. Equally, adults who
play Roblox can scan their child's face
to get access to child Roblox.
So they have set it now so that adults
shouldn't be able to communicate with
children in that game. But if I scan my
son's face, I can still communicate with
people in my age group. But they're not
my age group, they're his age group.
That is the only way of checking age.
It can just be as simple as a child lies
about what they're playing. Um, and it
can be the game changes the settings.
So, it might be that you've set it up
really carefully and then there's been
an update and then it has now changed
the default to being like chat is on,
which has happened to me randomly and
it's really annoying.
What challenges can we face when doing
this? Um, like tie-ins and special
interests. If your kid is really into
something like K-pop Demon Hunters and
the Fortnite K-pop Demon Hunters comes
out, it can be really hard to navigate
that. Um,
it can be everybody else's, right? The
peer pressure of it's not fair.
When it comes to my children when
they've said, "Can I play Roblox?" I
always say, "We all have different
rules. In my house, you can drink with
alcohol at a festival. I'll give you a
bit of cider." Other parents don't let
that. Other parents have different
times. Other parents have different
rules about what they eat or we might
have more pudding. And my rule about
certain games is you're not playing
them.
It could be other caregivers. So you're
doing great. Your kid is perfectly
wonderfully happy. They go to grandma's
for the day and they come back having
played Roblox all day.
>> [laughter]
>> In that case, I suggest the family
gaming database and trying to find games
that might cost some money you can
download to granny's phone that might be
um less
uh what's the word? Addictive, less
compulsive, more relaxing. It's
definitely worth paying for games, I
think, because it means, you know, they
have no incentive to keep you playing.
If you're not paying for it, their
biggest incentive is to keep you on
there for longer. A bit like social
media.
I just put like times of parental stress
like I don't know you could be caring
for an elderly relative. It could be
you're coming down with like DMV and at
that point who cares if you play Roblox.
Oh well I'm vomiting in the toilet. In
which case I suggest going back to that
list of things and before it happens
talking with your partner or other
caregivers about which things you're
willing to seed on. It might be when
we're all sick, you can play on the big
TV in the lounge you can't normally play
on, but you still can play for 2 hours a
day, for example. It might be you can
play for 4 hours a day, but you
definitely can't do online gaming. So,
if you know that in advance of when
something happens, you've sort of got a
plan in place rather than one parent
going, "I'm being sick. Just do whatever
you want." Another parent going, "I'm
being sick. Go write a story." And the
kids being confused. Um holidays. This
is my youngest EMF last time. Um, we can
set different boundaries on holidays. We
all need a break. It can just be the
easy option, right? Like it's like,
look, it's like, I'm bored. You're like,
well, you can go paint a picture. I
don't want to do painting. Well, you
can, I don't know, go outside. It's too
hot to go outside. What do you want to
do? Play a game. Sure, play a game. But
I want to stress that all of these are
made much harder by the addictive nature
of these games. It really is almost like
social media. the the way it attracts
and keeps you playing and keeps you
being engaged.
So, what can we do as parents and
caregivers? You could set your kid up
with a sort of iMac and say, "Play a
textbased game." But in the real world,
we can't do that all the time. So, I
really recommend just putting on your
calendar like every 6 months just a
recurring thing just to uh check your
online platforms, check the settings.
You might have changed them at one point
so they could play on talk online with a
friend they know and they might have
just never changed it back. And if you
have that in your calendar, you just
keep checking it cuz it might be the
games changed it. It might be you let
something change. It might be your
partner didn't you didn't know about it
and um yeah, it's definitely worth
doing.
Um play the games they're playing with
them at least occasionally. They might
be really boring, but to your kid it is
their favorite thing in the whole wide
world. And to take an interest in that.
As everybody at EMF can attest to, if
your special interest is loved by the
people around you, you feel so happy.
And even though we might think it is
absolute brain rot slop, for them it is
their
liar scanning session they went to
yesterday that they loved. Um,
and just to keep the conversation going
about online safety.
And what I really wanted to stress is
just to normalize making mistakes. And
all children are curious. I remember
when I was at school, the boys were
searching for Bond girls on Google and
that's how they got pictures of like
topless women. Every child is curious,
wants to find out. And it children will
go on to Roblox and search for find
friends, find a boyfriend, learn about
sex. And we all make mistakes. I've told
my kids my I spent pictures of my boobs
when I was a teenager to men from the
internet. One of whom I was dancing
until 2:00 in the morning at the bar and
he comes here. So, some people are good
on the internet. Some of them are not
good. But the point is we all make
mistakes. And if your kids know you have
also done stupid stuff and sent pictures
of yourself, then they're not going to
feel so bad when they and so ashamed
when they do the same thing. Because it
is, especially for young boys, it can
feel very ashamed, very isolating, and
they can feel like the only person in
the world who would be that stupid. But
I bet you every man and woman in here
has sent a picture of their genitalia to
somebody they care about or thought they
cared about or has wanted to do it at
one point. So don't feel like you're the
only person that would ever do that
because you are not. And there have been
young boys who have actually killed
themselves because of the shame of that
and they haven't been able to tell their
parents and they get blackmailed by
people from online games and say, "We'll
tell your parents. will tell your school
will send these pictures to your
friends. And the young boys would rather
kill themselves than tell their parents.
I sent a picture of my penis to somebody
online. And I hope no kids in this
audience have that happen to them.
Yeah, that's pretty much my talk.
The reason why I Well, the reason why I
say [applause]
KEEP
the reason why I say keep the
conversation going is because even if we
have really good strong rules in our
house, which I'm sure you all do because
you can set really good rules on all
your routters. I'm certain of it. is
that they they may go to see a friend.
And if we are more open about this and
more honest and just accepting of things
can go wrong.
If they find a way to access things they
shouldn't or see something they
shouldn't or they found Roblox on their
friends thing or they've downloaded and
they shouldn't have and they found a
game that really scares them. Then they
are able to come to you and go, "I
downloaded Roblox. I mapped out mom."
Rather than hide it and be ashamed. In
my daughter's year, every kid in her
class apart from her found a really
terrifying Roblox game and they were
having nightmares about it and screaming
about it in school and these things
happen. But if your kid is aware that
even if they break the rules you've set,
you're still going to be there for them
and it's not the end of the world. It
means they've got somebody to go to and
they won't be on their own with all that
fear. Um,
I'm happy to answer questions. I'm at
EMF obviously. You can email me too. Um,
this is my special interest, I guess.
And I hope it's been helpful, useful.
Um, thank you for coming to my TED
[applause]