02, 2026
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Australia's eSafety Watchdog Flags 'Significant Gaps' in Child Protections on Steam, Roblox, Fortnite and Minecraft

Australia's online safety regulator has issued a damning assessment of the safeguards employed by four of the world's most popular gaming platforms, concluding that each falls shor

Hendra Wijaya
Hendra Wijaya Reporter

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Australia's online safety regulator has issued a damning assessment of the safeguards employed by four of the world's most popular gaming platforms, concluding that each falls short in meaningful ways when it comes to shielding young users from harm. The report, released by the eSafety Commissioner, examined how Steam, Roblox, Fortnite and Minecraft handle child safety and found what it described as "significant gaps" across the board.

The findings carry particular weight in a country where gaming is deeply embedded in childhood. According to research cited in the report, nine out of every ten Australians between the ages of eight and 17 have played games online, making the platforms in question fixtures of daily life for an entire generation. That ubiquity, the regulator argues, raises the stakes considerably when protections are inconsistent or absent.

"Australian children have a right to play online without being exposed to predators, sexual extortionists, violent extremist content or other harmful material," eSafety Commissioner Julie Inman Grant said, framing the issue as a matter of basic entitlement rather than a technical nicety. She warned that lax safeguards open the door for "predatory adults" to establish contact with minors, a first step that can lead to grooming for sexual exploitation or radicalisation.

The report's sharpest criticism was reserved for Valve, the American gaming conglomerate behind Steam and Steam Chat. Investigators found that Valve stood alone among the four providers in failing to deploy a category of detection technology that has become standard across the industry for identifying and stripping out known harmful content. Beyond that omission, the company did not "proactively" use tools capable of spotting child sexual exploitation material or violent content within its chat systems, with existing mechanisms largely limited to flagging scams, according to the report.

Roblox drew scrutiny alongside Valve for a different but related shortcoming: both companies relied solely on internal datasets to train the language detection systems that police their platforms, and neither regularly retrained those models. Experts in content moderation generally regard external and refreshed training data as essential, since the language and tactics used by bad actors evolve constantly and models trained on stale or narrow data can quickly lose effectiveness.

The regulator's broader message was that the industry as a whole needs to do better. "We expect these services to lift their game to identify and combat serious harms such as child sexual exploitation, sexual extortion and material and activity which promotes, incites or instructs violence," Inman Grant said, signalling that the commission views current efforts as inadequate rather than merely imperfect.

Age verification emerged as another weak point. Minecraft and Fortnite, the latter of which does offer dedicated child accounts, generally allow users to declare their own age, the report noted. That self-declaration model means anyone willing to claim they are an adult can unlock "higher-risk communication features," effectively bypassing protections designed for younger players. Steam similarly depended on self-reported ages, though the report acknowledged that the platform has recently begun introducing age checks using credit cards — a more robust, if not foolproof, approach. Roblox was credited with having strengthened its age verification measures since last December.

Another area of concern involved how the four companies share information and engage with collective efforts to combat online harms. Mojang Studios, the developer behind Minecraft, and Roblox both contributed industry expertise on countering child sexual exploitation and violent extremism online, but Valve did not participate in those exchanges. Meanwhile, Epic Games, the maker of Fortnite, failed to disclose instances of breaches to other platforms operating under a global programme created specifically to fight online child sexual exploitation and abuse — a gap that undermines the premise of shared defence.

The findings were drawn from information the eSafety Commission gathered between October 2025 and March 2026, covering the platforms' approaches to protecting users from serious online harm during that period. The six-month window provided regulators with a snapshot of current practices rather than a historical review, and the report reflects conditions as they stood during that timeframe while noting some recent improvements, such as Roblox's tightened age checks and Steam's tentative move toward credit-card-based verification.

The report lands in the context of Australia's increasingly assertive posture on digital safety, which has drawn international attention. Last December the country enacted a pioneering ban on social media access for users under 16 — a measure that notably did not extend to gaming platforms, a carve-out that has attracted criticism from some child advocates who argue games can be just as habit-forming and socially immersive as the social networks that were targeted. More recently, Canberra has pushed to compel major technology firms to let users opt out of algorithmic content feeds.

Those policy moves have positioned Australia as something of a global laboratory for online regulation, and the latest findings on gaming platforms are likely to feed into debates elsewhere about whether voluntary industry measures suffice or whether binding rules are needed. The commission's decision to name individual companies and catalogue specific deficiencies suggests a preference for public accountability over quiet diplomacy, a strategy that has previously prompted responses from major platforms when applied to social media.

Valve, Epic Games, Roblox and Microsoft — which owns Minecraft — have all been contacted for comment on the report's conclusions. None had publicly responded at the time of publication. How each company answers the regulator's criticisms, and whether the acknowledged improvements expand into the systemic changes the commission is seeking, will determine whether Australia's scrutiny yields meaningful reform or becomes another entry in a growing file of warnings that platforms have yet to act on.

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