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Roblox is facing a bipartisan U.S. Senate investigation into its child safety practices, adding pressure to a platform that has become increasingly important to animation studios, independent creators, and anyone trying to reach younger audiences, even as it faces intense scrutiny over the risks it poses to users.

What Happened

Senators Dick Durbin (D-Ill.) and Josh Hawley (R-Mo.), the leaders of the Senate Judiciary Subcommittee on Crime and Counterterrorism, sent a letter to Roblox CEO David Baszucki announcing an investigation into alleged child exploitation and abuse on the platform.

The senators directed Roblox to preserve relevant records and requested extensive information about its users, revenue, safety systems, and reports of inappropriate behavior. The company has until August 31 to respond.

“You trumpet Roblox as a safe digital playground for children as young as five,” the senators wrote. “But the public record raises serious questions about this promise of safety.”

Allegations

The letter points to cases in which adults allegedly used Roblox to groom, extort, and sexually exploit children or lure them into in-person meetings. It also cites the company’s own reports to the National Center for Missing & Exploited Children.

According to the senators, Roblox reported 65,381 instances of suspected child sexual exploitation in 2025, more than twice its 2024 total. An increase in reports does not necessarily mean abuse rose at the same rate, since it could also reflect improved detection, but the scale has attracted congressional scrutiny.

The committee is asking Roblox to explain how many accounts were reported for inappropriate conduct involving children, how users of different ages spend their time on the platform, what safety measures are in place, and how much revenue Roblox generates from each age group.

Roblox chief safety officer Matt Kaufman said in a statement that the platform is “built on the foundation of safety” and that the company looks forward to explaining how it protects children.

Another Concern

Only alluded to in the senators’ letter, Roblox has also faced longstanding accusations that its creator economy exploits children as a source of cheap or unpaid labor.

A recent class-action lawsuit alleges that Roblox profits from minors who design, develop, and test experiences without the protections afforded to employees. The lead plaintiff claims he worked more than 40 hours a week on adult-led Roblox development teams between the ages of 11 and 13 without receiving wages.

Earlier investigations similarly documented young creators working long hours without contracts, guaranteed compensation, or an effective way to challenge adult team leaders. Roblox maintains that it has no employment relationship with creators who develop experiences on the platform.

The distinction between play and labor can be particularly difficult to identify on Roblox. A child experimenting with animation or game design can gradually become part of a commercial production without the safeguards that would ordinarily govern a professional workplace.

Why Animators Should Care

Roblox is most commonly described as a game platform, but that definition is no longer sufficient. The platform has also become a training ground where young creators can learn the basics of posing, timing, staging, performance, and real-time production without entering a traditional studio pipeline. Some use Roblox to build games, while others produce machinima, music videos, narrative shorts, and social content for YouTube and TikTok.

Most importantly, Roblox has the audience and economy to turn those skills into careers. The company said in July that it had 132 million daily active users. Roblox creators earned more than $1.5 billion through its Developer Exchange program in 2025, but that money is distributed unevenly, and most creators earn little or nothing.

Beyond its enormous user base, animation companies, distributors, and established indie creators increasingly see Roblox as more than a promotional add-on. It can launch extensions of existing properties, introduce characters to younger fans, test ideas, and build communities around original IP.

Roblox has encouraged that shift by opening a licensing marketplace that lets creators build experiences based on entertainment properties from companies including Netflix, Lionsgate, Sega, Kodansha, and Mattel. For rights holders, that offers a way to keep franchises active in the spaces where new audiences, mostly children, are spending their time.

The Bottom Line

Roblox today is part game engine, part social network, part animation school, and part entertainment distribution platform. That makes its safety problems an animation industry issue, too.

If parents, lawmakers, or advertisers lose confidence in Roblox, creators may face tighter publishing rules, reduced access to younger users, heavier moderation, or changes to how content is discovered and monetized. Those measures may be necessary and welcome, but they could also reshape a major platform used across nearly every part of the current animation ecosystem. Individuals and organizations working with Roblox need to understand the possible consequences.

The investigation will do more than determine whether Roblox has adequately protected children and what consequences it should face if it has not. It will test whether a platform built around young users and user-generated content can continue expanding as a major entertainment business without exposing those users to unacceptable risks.

Jamie Lang

Jamie Lang is the Publisher and Editor-in-Chief of Cartoon Brew.

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