[OPINION] Roblox and Children’s Digital Space: UGM Lecturer Highlights Digital Literacy and Platform Responsibility

Yogyakarta, 19 August 2025–The phenomenon of Roblox online gaming, which is now popular among Indonesian children, has attracted public attention, especially regarding the potential risks and security of the digital space for the younger generation. In response to this, Dr. Adrian Indro Yuwono, S.I.P., M.A., or familiarly known as Mas Dadok, a lecturer in Communication Science at Universitas Gadjah Mada (UGM) who specializes in cultural studies and new media, emphasized the importance of digital literacy and the responsibility of various parties in protecting children in cyberspace.

According to Adrian, Roblox is a medium of entertainment and a creative space that allows users to create content (user-generated content) and interact in a virtual world. “Like other digital platforms, Roblox provides a space for creativity for its users. So in terms of risks, it is the same as social media and other digital platforms, where there could be sexual assault, scams, or exploitation risks. The difference with Roblox is that users can interact with each other, but children often do not realize these risks,” he explained.

Regarding Roblox’s new policy requiring identity verification to access unfiltered social features, Adrian believes this measure is not yet fully effective in the Indonesian context. In an interview, Adrian said, “If people want to cheat, they still can. The challenge is the low level of digital literacy among the public. Many parents do not understand the content their children consume. For example, a five-year-old child is given the GTA game without any awareness of its dangers.”

Adrian emphasized that this verification policy should be viewed more as an early warning from the company than a final solution. Without adequate digital literacy, the policy will not fully protect children.

Adrian also highlighted the social responsibility of digital platforms. According to him, Roblox needs to develop a protection mechanism similar to YouTube Kids. “There must be censorship or filtering of spaces that children can access, as well as a robust reporting system. Self-regulation must be strengthened to deal with harmful content quickly,” he said.

However, he believes that responsibility cannot be entirely placed on the platform. The role of parents remains key. “Parents often think that all games are automatically child-friendly. That’s not the case. Parental guidance is crucial, especially for Generation Alpha, who are still very young,” he added.

In the long term, Adrian offers several strategic steps to create a healthy digital space for children. First, parents’ digital literacy can be improved through educational programs facilitated by the government, academics, and communities, such as the Digital Literacy Activist Network (Jaringan Pegiat Literasi Digital/ JAPELIDI). Second, policies that focus on strengthening human resources, not just blocking. According to him, Roblox users can practice educational computing through content creation or play spaces for other players.

“Within Roblox lies the immense creative economic potential of Generation Alpha. There are coding practices, content development, and even monetization. Therefore, policies must regulate the flow of the digital economy with clear logic, not just unilateral blocking,” he explained.

In addition, Adrian emphasized the importance of educating children about the risks of digital interaction. “Children tend to think everyone they meet in games is a friend. However, they could be dealing with predators or digital criminals. It is crucial to be aware of this,” he concluded.

The Roblox phenomenon shows that children’s digital space is not just about entertainment, but also involves creativity, economics, and security. Adrian emphasized that creating a safe and inclusive digital ecosystem requires collaboration between platforms, countries, civil society partnerships, and the role of families.