
Roblox is Now Selling Your Children
I have spent enough years inside this industry to have a fairly calibrated sense of where the bodies are buried. There is a lot of unethical here. There is some that is flatly illegal. And there is a special category, the worst one, that is both, the stuff that is against the law precisely because it is so obviously wrong that somebody had to write it down. I have watched companies lie to publishers, lie to regulators, lie to themselves at scale, and I have mostly learned to file it under the cost of doing business in a sector that monetizes attention.
You build up a tolerance. You have to. You learn to be unsurprised.
And then, every so often, something comes along that resets the meter. Something that is not on the spectrum of ordinary ad-tech sin, not just a worse version of the usual grift, but a different thing entirely. A whole other floor in the basement. You read it and you do not feel the familiar professional cynicism. You feel something colder, which is the question: who would actually want to do this? Not who would tolerate it, or look away from it, or let it happen on a Tuesday while they were focused on the quarter. Who would build it. Who would sit in the meeting, look at the deck, and raise their hand to own the part where you turn children into targets before they are old enough to be people.
Who would stoop this far.
The Roblox team would. The Roblox team did. On purpose, with a roadmap, and a launch partner.
The detail that tells you everything
Start with one detail, because it is the whole story in miniature.
Somewhere inside the Roblox ad machine there is now a person whose actual job is to decide whether the gun pointed at your child is realistic. Not metaphorically. Literally. When SuperAwesome, the firm Roblox just hired to monetize its youngest users, classifies the platform's games so brands know where their banners land, it does not stop at "this experience contains weapons." That would be amateur hour. It goes one level deeper, because advertisers are squeamish about optics in a way they are not squeamish about audience. So SuperAwesome notes whether the weapon in the game is, and I am using the actual example the companies themselves offered, an AR-15 or a giant lollipop.
The cereal brand does not want its logo next to the assault rifle. The lollipop is fine. The lollipop is, in the language of the trade, brand safe.
Sit with that, because it is the entire ethical posture of this project in one frame. Enormous, expensive care is being lavished on a question. The question is not "should we be advertising to a six-year-old." The question is "what flavor of violence is acceptable next to the ad we are showing the six-year-old." They solved the second question with real engineering effort. The first question does not have a field in the database. Nobody is paid to ask it.
What they promised
Here is the part Roblox would prefer you forget, because they spent real money getting you to believe it.
In 2023, Roblox published updated advertising standards that did something specific and quotable: they banned advertising aimed at users under 13. And they did not define advertising narrowly to leave themselves an escape hatch. They defined it broadly, as content promoting off-platform products and services, language elastic enough to sweep in the brand activations and sponsored "experiences" that run through the platform's commercial bloodstream.
That was the promise. Not a vibe. Not a press-release adjective. A written standard that said: the children are off the table.
And the CEO, Dave Baszucki, gave us the companion line. Asked by the BBC in 2025 what he would tell nervous parents, he said his first message would be that if you are not comfortable, you should not let your kids be on Roblox. It played, in the moment, as humble. Trust the parents. Respect their judgment.
Read it again now, knowing what came next, and it stops sounding like humility. It sounds like a liability waiver read aloud. Don't like it? Your call, not ours. We told you. We always tell you.
What they built
In 2026, Roblox did not quietly let the 2023 standard erode. That would be too passive a verb for what happened. They built a product.
They named SuperAwesome the exclusive ad partner for the under-13 cohort. They created audience tiers a media buyer can actually purchase: Roblox Kids, ages five to eight, and Roblox Select, ages nine to fifteen. They wrapped it in the softest possible language, "privacy-safe contextual advertising," the way you wrap a fist in a mitten. And then they took it to market.
This is the line I want to be precise about, because it is the one that matters. Roblox is no longer merely tolerating ads that happen to reach children. Roblox is now advertising the children. The sell sheet exists. The age bands have product names. Somewhere a salesperson is walking a brand through a slide that says, in effect, here is how you reach the five-to-eight-year-olds.
They went from "we will not let you target kids under 13" to "let us show you how to target kids under 13" without, as far as anyone can tell, a single sleepless night in between.
The inventory
You want to understand the decision? Look at the inventory, because that is what executives look at.
As of the fourth quarter of 2025, Roblox reported 144 million daily active users. Of the users who had completed age verification, about 35 percent were under 13. That is not a rounding error or a niche. That is the core of the asset. Strip the children out of Roblox and you do not have a smaller Roblox. You have a different company.
So when the spokesperson reassures parents that the ads will look no scarier than the spots they remember from Saturday-morning cartoons, only with more privacy protections, and adds that Roblox is "being more conservative than you'd find in real life," understand what is being managed. The comparison to Saturday-morning cartoons is not a defense. It is a confession. Saturday-morning cartoons were a delivery system for selling sugar and plastic to children who could not yet tell an ad from a friend. Roblox is telling you it has rebuilt that delivery system, made it immersive, and put it in your kid's pocket. And it wants credit for the mittens.
The math
Now the part that should keep you up at night, and that I suspect kept exactly no one at Roblox up at night.
This company is currently facing at least 130 child-safety lawsuits, consolidated into a federal class action in the Northern District of California. Add the standalone state suits: Nebraska, Louisiana, Kentucky, Texas, Florida, Iowa, Tennessee. They have already paid to make Alabama and West Virginia go away. As of this spring, the Connecticut Attorney General opened a formal investigation centered on child exploitation, and is demanding data on user ages, time on platform, and revenue from minors. Georgia is circling too.
Connecticut's argument, stripped of lawyer's caution, is that Roblox's age systems can be fooled in both directions, by kids faking their way up to older content and by adults faking their way down to where the children are. Predators, in other words, can find the kids the same way the cereal brands now can. The platform built one funnel. It turns out the funnel does not care who is standing at the top of it.
So here is the decision Roblox made, laid bare. They looked at the lawsuits. They looked at the AGs. They looked at the genuine, non-hypothetical possibility that this story ends with executives explaining themselves under oath, or worse. They weighed all of it against the value of the under-13 audience.
And they decided the children were worth it.
That is the sentence. Not that they were careless. Not that they didn't see it coming. They saw all of it, ran the numbers, and concluded that turning a generation of five-to-eight-year-olds into a targetable, segmentable, sellable corporate brand initiative cleared the hurdle rate. The risk was priced in. The kid was the line item that made the spreadsheet work.
This is the level I was talking about at the top. Not garden-variety industry rot. A choice, made by named adults in a real building, to point the entire apparatus at the one audience that cannot consent, cannot recognize what is being done to them, and cannot leave on its own.
What's behind the door
That is the promise and the betrayal, and it is most of what you need to be angry.
But it is not the receipts.
In Part II, behind the ADOTAT+ wall, we open the actual sell sheet. The mechanics of the SuperAwesome deal, including the one structural detail that quietly admits Roblox knows exactly how legally radioactive this is. The shell game between "ads," which get the strict-sounding rules, and "branded experiences," which do not, and which is where the real money and the real manipulation live. The targeting they swear is harmless, and why the people who study children for a living do not buy it. The revenue splits. And the side-by-side I have been building for two weeks: every promise Roblox made about your children, laid next to the product they just shipped on top of its corpse.
The promise was free. The receipts cost money. So did your kid.

The Tell: Roblox's own ad boss wasn't shy about it
Before you decide the under-13 ad program was some clean-room decision made by careful people, listen to the company's own VP of Product, Ads and Commerce, Louqman Parampath has to say. He is charming. He is fluent. And he is not, it turns out, the least bit shy about saying that this business is built on aiming at kids.
Notice what the children are never called. Across the whole conversation, Parampath almost never says "children." He says "the much coveted Gen Z audience." He says it again. He agrees on the record that the audience "skews younger than other gaming," that users "do trend younger," and he closes by naming his "number one competitive advantage": the "massive reach of the Gen Z audience... you won't [get] anywhere else." "Gen Z" is doing a lot of work here. It is the corporate air freshener you spray so the room stops smelling like "we sell eight-year-olds."
Then comes the word that should not be in the sentence. Asked directly how Roblox handles data given "the young average age of your platform," Parampath confirms "a large amount of kids using our platform," says they lean on contextual ads for the COPPA-age cohort, and then, in the same breath, says it plainly: "we use targeting... mostly first party targeting, our own targeting."
Targeting. Of the cohort he had just called kids below the regulatory age line. No hedging, no flinch, framed as "standard in the industry," as if "everyone does it" has ever been a defense when the audience is in second grade.
It gets more specific. Pitching which advertisers fit the platform, he name-checks beauty as a great vertical because Roblox has "younger women, Gen Z females on our platform quite a bit." Read that again, slowly, against the platform's verified under-13 numbers. The "younger women" being matched to beauty brands are, in large part, little girls. He is describing the segmentation of children to advertisers, and he is describing it as a selling point.
And the kicker, the part you could not script. Asked the goofy closing question, if Roblox advertising were an animal, what would it be, Parampath picks a lion. Why? "King of the jungle." A company facing 130-plus child-safety suits and multiple AG investigations into predators reaching kids on its platform, and its ad chief, unprompted, reaches for the apex predator.
He meant it as a flex. It reads as a confession. At no point does he sound like a man worried he is saying something he shouldn't. That is the tell. They are not hiding the targeting. They are pitching it.
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