eSafety Report Criticizes Major Gaming Platforms for Inadequate Child Protection Measures

October 2, 2026
eSafety Report Criticizes Major Gaming Platforms for Inadequate Child Protection Measures
  • An Australian eSafety Commission report finds significant gaps in child safety protections on Steam, Roblox, Minecraft, and Fortnite, with inconsistent approaches to detecting and removing harmful content for 8- to 17-year-olds who make up a large portion of online gamers.

  • The report criticizes four major platforms for not adequately shielding children from harmful content and predators, despite April notices outlining Basic Online Safety Expectations.

  • Roblox emphasizes its strong child-safety posture, citing a large Trust & Safety team, advanced detection technology, and mandatory age checks for chat access.

  • Roblox tightened age verification by December 2025 after engagement with the eSafety agency under Australia’s Online Safety Act, while Steam has not expanded age verification beyond credit-card checks.

  • The report flags Roblox and Valve’s Steam/Steam Chat for relying on self-declared ages and for using outdated language-detection models that aren’t regularly retrained or proactive in harm detection.

  • The overarching call is for platforms to improve detection, prevention, and response mechanisms, including monitoring re-registrations of banned users and off-platform activity.

  • March age-assurance requirements require platforms to verify users’ ages to keep children away from dangerous content, including material related to sexual harm or self-harm.

  • Australian online-safety reforms are underway, including potential algorithmic-feed opt-outs; Roblox has already restricted certain features for under-18 Australians and maintains stricter access controls.

  • Minecraft, Roblox, and Fortnite use multiple indicators to detect re-registrations after bans, while Steam has minimal safeguards against re-registrations.

  • Minecraft and Fortnite offer child accounts but largely rely on self-declared ages, allowing higher-risk features for those claiming to be 18 or older; Steam has begun enforcing age checks via credit cards, with Roblox tightening checks since last December.

  • Epic Games and Mojang largely rely on self-declared ages, permitting high-risk features like all-ages chatrooms for users claiming to be adults, and Roblox is noted for stronger off-platform grooming monitoring.

  • Minecraft and Fortnite permit higher-risk features when users claim to be over 18, while Roblox maintains stronger off-platform monitoring for grooming and exploitation.

Summary based on 4 sources


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