For their part Roblox has stated that they are working “relentlessly to create a safe and civil community.” Doing so in part by introducing stringent text-filtering, audio scanning and image detection technologies. I received this similar sentiment from several parents. We parents need to take the time to educate ourselves on this new cyber life and be prepared to deal with their kids addictions online.” It seems to me that the kids who would be struggling with bullying otherwise will have a similar experience virtually. When reaching out to parents in my network I asked them specifically about their children using Roblox. On top of the effects of screen addiction is the negative effect of cyber-bullying within the platform between users. That’s 11.5 working days each month! Pair that with the 2017 study by Christian Montag, a professor of molecular physiology at Ulm University, that suggests heavy use of certain video games may cause brain changes linked to addictive behaviors and you can see the potential danger of such use to the children of America. That averages out to just a touch over 92 hours per month per user. Roblox experiences 3 billion total engagement hours each month from their aforementioned 32.6 million daily users. Through all this positivity and growth a dark side and bad actors have emerged. In a perfect world this is great for children, but we know this world is not perfect. We must ask, is Roblox a game at all or more of a transformational disruptive change for our children? It attempts to convey the perception of a world in which one of the things you can do is play games constantly with characteristics such as persistent friends and currency from any device anywhere in the physical world. “Bloxburg lets users enjoy a life experience where they build their own homes, go to work, spend time with friends and enjoy recreational activities."
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