Dangers of Roblox & Metaverse: Canadian Documentary Exposes Risks for Kids

5 min read

Dangerous Games Alex

Video games can significantly enhance people’s lives in various ways, including providing entertainment, fostering social connections, and even promoting cognitive skills and physical activity. However, there exists a troubling aspect to gaming that often goes unnoticed. This issue is explored in the new Canadian documentary titled Dangerous Games: Roblox and the Metaverse Exposed, directed by Toronto filmmaker Ann Shin, known for her previous work on My Enemy, My Brother. The documentary delves into the concept of the “metaverse” — immersive virtual environments where users can engage through 3D avatars — by focusing on Roblox, a widely popular online game among children that lets them design their own gaming experiences.

As reported by Roblox Corporation, approximately 85 million users engage with the platform daily, with nearly 40% of them being under the age of 13. This broad user base unfortunately attracts individuals with malicious intentions who exploit the platform to target young players. Disturbingly, some have recreated notorious American mass shootings and other violent events, as uncovered by the Anti-Defamation League (ADL). The spread of such hateful narratives has the potential to radicalize individuals into committing real-life hate crimes. Moreover, the platform has also been used by sexual predators to groom children.

Shin’s producer, Erica Leendertse, was initially drawn to this topic after noticing concerning reports regarding child predators and other illicit activities on Roblox, especially since she has children who play the game. “She began discussing these issues with me, and I have a niece and nephew who also play Roblox. This led us to delve deeper into the platform’s troubling dynamics,” Shin explains.

Alarmingly, it didn’t take long for Shin and Leendertse to encounter disturbing content on Roblox. “Within mere minutes, we found ourselves in a sexual den featuring S&M themes,” Shin recalls. “We were shocked to realize that young children could stumble upon such explicit material. It feels like a chaotic untamed environment, and there is an urgent need for regulatory measures.” The goal of the documentary became raising awareness about these pressing concerns, and fortunately, they found an ally in Alex Farrugia, a Toronto teenager deeply involved in the Roblox community.

Farrugia, who has been creating Roblox content on her YouTube channel, TanookiAlex, since she was 13, has shifted her focus toward community management, music, and activism within the Roblox sphere. Her experiences become a focal point of the film, as it investigates the darker aspects of Roblox, particularly how sexual predators exploit the platform. A notable case mentioned is that of a well-known content creator, DoctorRofatnik, who was found to be luring children through his popular Sonic the Hedgehog-themed game. He was later identified as Arnold Castillo, a 23-year-old from New Jersey, arrested for grooming a minor online and facilitating her transportation across state lines (thankfully, the minor was rescued).

The film showcases Farrugia’s mission to alert others within the Roblox community about individuals like DoctorRofatnik after her own friends became victims. One of her major frustrations was that despite her efforts to expose DoctorRofatnik and having his Sonic game taken down (not due to its grooming content but rather because of copyright issues with Sega), he was able to reemerge under a different name and continue his harmful activities. Even with her repeated warnings, Roblox failed to take action, while Farrugia faced online harassment, including “doxxing,” for speaking out. Nevertheless, she remained steadfast in her commitment to effecting change and safeguarding other children. “This issue resonates with me personally because gaming is my passion and profession. These communities are filled with incredible individuals and children who deserve protection,” says Farrugia, now 21. “Having once been a child myself in this environment, I felt compelled to take action, especially as I witnessed my peers being targeted by these predators. I refuse to stand idly by as something I love is threatened, affecting real lives and real connections.”

One significant concern highlighted in the documentary is how individuals like Castillo often utilize the messaging platform Discord to move conversations away from Roblox, allowing them to evade accountability. This tactic enables Roblox Corporation to deflect responsibility. The film underscores that Roblox integrates with Discord, creating a direct link that permits adults to communicate privately with children. During the four years of the film’s production, Shin noted that Discord was unresponsive to their concerns. “A lot of grooming that starts on the platform transitions to the Discord chat, and they haven’t been cooperative,” she stated.

The lack of support extended beyond tech companies. Farrugia noted the difficulty in engaging with politicians, stating, “We approached several local politicians in Toronto, but many were reluctant to listen due to our age. There’s a misconception that teenagers lack valuable insights, but that couldn’t be further from the truth. Young gamers offer a critical perspective, as they are the ones actively participating in these games.” This realization led her to connect with two other passionate teens in the U.S., Janae and Katie. Janae is a content creator advocating for safe online environments for Black players, while Katie had also been targeted by DoctorRofatnik on Roblox. Together, they have worked to raise awareness about these critical issues, even traveling to Washington, D.C. to engage with lawyers and policymakers.

Shin emphasizes the importance of their advocacy, noting that the negative influence of harmful individuals in gaming platforms like Roblox extends beyond grooming minors or inciting violence. The documentary illustrates this point when Janae, while using a Black avatar to represent herself, faced harassment and racist remarks from other players. In stark contrast, when she switched to a white avatar, the abuse subsided. “When avatars are assaulted, it translates to personal assault, resulting in significant mental and emotional damage,” Shin explains. “The potential for harm on these platforms is considerable, and it demands our attention.”

Future Directions

Since the inception of Dangerous Games four years ago, Shin and Farrugia have noted some progress. Roblox has introduced enhanced parental controls and limited messaging features for users under 13. However, they stress that much more work remains. “The platform seems to suggest that it’s the parents’ responsibility to supervise their children. They are passing the buck, allowing harmful behaviors to persist while merely encouraging parents to monitor their kids,” Shin criticizes. “While they are providing parents with tools to oversee their children’s activities, they are not taking adequate responsibility themselves.”

Recently, the UK-based digital behavioral insights agency Revealing Reality criticized Roblox for implementing superficial policy changes, stating that the platform remains “deeply disturbing.” Furthermore, some parents have opted to completely ban their children from playing Roblox due to the risks associated with its user-generated content. While every parent should exercise their own judgment, Farrugia advocates for a balanced approach rather than an outright ban. “Roblox is akin to a real-life playground. You wouldn’t leave your child unsupervised in a playground, so why allow them to wander alone in Roblox? It can be a wonderful family activity, and I believe that parents should engage with their children while playing Roblox, especially if they are younger. This allows parents to understand the games their kids interact with and foster open communication,” she advises. “Pre-approving games and playing alongside your children ensures that they feel comfortable discussing any issues that arise.” She also emphasizes the importance of children only playing Roblox with known friends to mitigate risks.

Additionally, Farrugia calls for more comprehensive education on online safety for young users. “We need to initiate these discussions, particularly in schools and community spaces where both kids and parents gather. Many parents are unaware of what occurs on Roblox, which is a significant concern,” she states. “Internet safety should be a fundamental aspect of education, just as home economics or personal finance. It needs to be integrated into school curricula.”

In the meantime, she highlights several resources available to Canadians, acknowledging the positive work done by organizations like Kids Help Phone and YMCA Canada. The latter even organizes Roblox summer camps to create safe spaces for children engaging with the game. Both the documentary and its associated website also provide useful resources, including: Cybertip.ca — Canada’s hotline for reporting online sexual abuse and exploitation of children; Netsmartz — offering online safety tips and engaging activities for kids, parents, and educators; Psychgeist — a multimedia studio exploring the intersection of gaming and psychology; and Security.Org — a comprehensive guide for parents navigating the metaverse.

Looking ahead, Farrugia hopes that heightened awareness will compel policymakers and tech companies like Roblox Corp. to implement necessary changes to protect children online. “We need to motivate these companies to act, and legislation is critical to achieving that. Unfortunately, in Canada, many bills do not directly address these issues. We urge for accelerated progress, as the longer we wait, the more platforms like Roblox, Minecraft, and Fortnite expand, necessitating contemporary laws that reflect these developments,” she emphasizes. Last year, the Trudeau government was advocating for Bill C-63, known as the Online Harms Act, aimed at curbing harmful social media content and protecting children from online predators. However, the bill stalled amid political changes. Newly elected Prime Minister Mark Carney subsequently remarked that “large American online platforms have become rife with hate in numerous forms, and criminals exploit them to harm our children.” He pledged to take action, with the Liberals committing to “aggressively pursue measures to protect children from online crimes,” including legislation against online exploitation and sextortion. The outcome of these efforts remains uncertain. “I am aware that many legislators are contemplating this issue, and I believe that as individuals, families, and community groups raise their voices, there will be increased pressure for bills like Bill C-63 to advance,” Shin states. Farrugia adds, “Although we don’t currently have that legislation, some countries are beginning to adopt similar measures, like New Zealand. We need corresponding laws to address the metaverse, as it functions like a gaming-based social media platform.”

View Dangerous Games: Roblox and the Metaverse Exposed for free on TVO’s broadcast platform and its YouTube channel, website, and Smart TV app starting May 25.