Egypt has decided to block access to the online gaming platform Roblox, citing escalating concerns over child safety, unregulated digital interaction, and harmful content exposure, as part of a broader tightening of oversight on digital platforms used by minors.
The decision was issued by the Supreme Council for Media Regulation, in coordination with the National Telecommunications Regulatory Authority, which will implement the technical aspects of the block. The move was announced during a session of the Egyptian Senate, amid discussions on the risks posed by smartphones, social media, and interactive applications to children.
Officials stressed that the measure is driven by precautionary child-protection considerations, rather than a blanket opposition to digital gaming. Lawmakers also discussed alternative approaches, including regulating Roblox’s operations, tightening content oversight, restricting in-game communications, and preventing unsafe interactions between children and other users—options that were ultimately deemed insufficient at this stage.
Roblox, operated by Roblox Corporation, is not a traditional video game but a large-scale user-generated platform that combines gameplay, social interaction, and a virtual economy. Founded in 2004 and listed on the New York Stock Exchange since 2021, the platform hosts millions of user-created “experiences,” many of which allow open text or voice communication. A significant share of its global user base is under the age of 13, making it particularly sensitive from a regulatory standpoint.
Over recent years, Roblox has drawn sustained international scrutiny. Media investigations, child-protection advocates, and regulators in multiple jurisdictions have raised concerns about minors being exposed to unmoderated content, sexualized role-play, grooming risks, and unsafe social interaction, despite the company’s safety tools and moderation systems. At Roblox’s global scale, policymakers increasingly argue that even isolated failures can translate into material real-world harm.
The platform itself has acknowledged these pressures by introducing stricter parental controls and limiting access by younger users to certain social or unclassified experiences. While these steps were welcomed by some regulators, they have also reinforced the perception that the platform’s core design—open-ended user creation combined with social networking—poses structural challenges for child safety.
Egypt’s move aligns with a wider international trend. Roblox has faced partial restrictions, age-based limits, or outright blocks in a number of countries, often linked to child protection, inappropriate content, or broader digital-safety concerns. Globally, regulators are shifting toward duty-of-care frameworks for platforms heavily used by minors, placing greater responsibility on companies to assess and mitigate systemic risks.
Within Egypt, the decision fits into a broader policy debate on children’s digital exposure. During the Senate session, lawmakers called for faster implementation of parental-control SIM cards, stronger public awareness campaigns for families, and clearer rules governing children’s access to social media and interactive platforms.
Taken together, the Roblox block reflects a regulatory judgment that—under current conditions—the risks associated with open, interactive gaming environments outweigh the benefits, particularly when enforcement tools and real-time oversight are limited. It also signals that Egypt is positioning child digital safety as a regulatory priority, in step with a growing global reassessment of how platforms designed for creativity and social interaction affect younger users.

