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Roblox plans to launch Kids and Select account types in early June to create separate environments for users aged 5 to 15. These accounts will include automatic safety controls for content, chat, and parental oversight based on age groups. The changes aim to adjust experiences as users grow while aligning with global rating standards later this year.
Substrate placeholder — needs reviewEvaluation Process Roblox will implement a system to assess games for suitability.
Developers must verify their identity, enable two-step security, and hold a Roblox Plus subscription. Games will then undergo real-time evaluation by users aged 16 and older, with Roblox reviewing interactions and reports before availability to younger groups. Games will receive maturity ratings such as Minimal, Mild, or Moderate.
Categories like social hangouts or free-form drawing will be excluded for younger users by default. The process combines AI moderation, human review, and gameplay data.
Verification and Account Progression Users must complete an age check to access full features; without it, they face restrictions on games and chat.
Verified users will be placed in the appropriate account type. Accounts will automatically progress to higher levels as users age, eliminating the need for manual adjustments. Parental controls will expand to offer more precise management options beyond general filters.
Parents can directly oversee their child's activity within the platform's structure.
Standards Later this year, Roblox plans to adopt the International Age Rating Coalition framework, incorporating systems like ESRB in the U.S. and PEGI in Europe. This will standardize ratings across regions for clearer content guidance. The updates build on Roblox's earlier age-check system for chat features.
They reflect efforts to integrate safety measures directly into the platform's design for different age groups.
These changes affect families using Roblox for gaming, content creation, and social connections. With a large young user base, the platform's adjustments could influence how children engage online. Future developments may set precedents for age-based structuring in similar services.
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