The gaming platform Roblox will mandate age verification for any user wishing to use its chat functions, beginning with select markets in early December and expanding globally in January, employing facial-age-estimation technology and government-ID options to sort users into age cohorts (under 9; 9–12; 13–15; 16–17; 18–20; 21+). Beyond forcing verification, Roblox will restrict chat so that younger users can only communicate with their own age group or adjacent brackets, and adults will be blocked from chatting with much younger users unless they are “trusted connections.” This move comes amid mounting legal pressure: states including Texas and Louisiana have sued Roblox over alleged failures to protect minors from predation and sexual exploitation online. Roblox states that the new steps represent a broader industry safety standard.
Sources: The Verge, TechCrunch
Key Takeaways
– The new verification regime is designed to reduce interactions between minors and significantly older users, thus cutting down risk of predation or grooming within chat functions.
– Age-estimation technologies (including facial recognition/selfies) are now being embraced by Roblox as a more reliable alternative to self-reported birthdays; however, accuracy and privacy concerns persist.
– Roblox’s decision follows a wave of legal and regulatory action alleging the company failed to protect children — meaning safety concerns are now driving product change and could influence how other platforms behave.
In-Depth
As online gaming and social interaction increasingly overlap, the platform Roblox — which boasts more than 150 million daily active users and a large segment of players under the age of 13 — is implementing what may be one of the most sweeping safety overhauls in its history. Beginning with a staggered rollout in December 2025 in territories like Australia, New Zealand and the Netherlands, and expanding globally in January 2026, Roblox will require users who wish to access chat features to undergo an age-verification process. This process may involve a video selfie analyzed by a technology vendor (Persona) to estimate a user’s age, or optionally submitting a government-issued ID if a challenge is raised. Once verified, users will be placed into one of six age ranges: under 9, 9–12, 13–15, 16–17, 18–20 and 21+. Communication will then be limited to peers in the same or close age brackets, cutting off the possibility of older adults initiating chats with children not in their cohort. For example, a 12-year-old will be limited to chatting with users 15 or younger, and anyone 16 or older will be prevented from initiating chat with them. Roblox says that any images or videos taken for verification will be deleted after processing, and that the aim is to provide age-appropriate social experiences while reducing risk.
To many observers, this policy shift signals a turning point for Roblox. The company has faced mounting legal and regulatory pressure over child-safety issues. States such as Texas have filed lawsuits alleging that Roblox enabled predators to exploit minors; Louisiana similarly accused the company of distributing child sexual-abuse material and failing to protect users adequately. These lawsuits, combined with subpoenas from states like Florida, have pushed Roblox to publicly adopt a tighter safety posture. While Roblox has long claimed to offer parental controls and moderation tools, critics argue those measures proved inadequate in practice. By instituting a required age-check for chat, Roblox is aiming to set a new standard in the gaming/social space.
At the same time, the move raises practical questions. Facial-age-estimation and ID verification carry privacy and accuracy concerns. The technology, while selecting age ranges, may not always be accurate for every individual; critics warn of false positives or mis-categorization. Parents and tech watchdogs remain cautious: verification is only one piece of safety, and young users may still find ways to circumvent controls (for example, using unverified accounts to chat via workarounds or external apps). Roblox itself says users may access the platform without age verification — but won’t have chat privileges. From a business perspective, the initiative could also affect the company’s user engagement model: chat and social interaction feed into retention, monetization and community growth. Restricting chat might dampen some aspects of user behavior, but Roblox might view that as an acceptable trade-off for reputational and regulatory risk mitigation.
In sum, Roblox’s age-verification mandate for chat is a major step in response to regulatory scrutiny and safety concerns. It signals that gaming platforms with large under-13 audiences must evolve their social features if they are to retain trust and comply with legal expectations. For parents, it adds one more layer of protection, but it does not eliminate the need for active supervision and safe-use practices. For the broader industry, it raises the prospect that age-based chat gating may become standard. Roblox appears to be betting that the generational shift toward safety and verification will outweigh any short-term friction in user experience.

