“Bright visuals, playful avatars, fantasy worlds and cute imagery create an environment that feels safe and familiar, even when harmful interactions are taking place,” she said.
Groomers also exploit the developmental gaps of children, who are developing critical skills such as impulse control, boundary recognition and the ability to detect manipulation.
Many children also remain silent in such encounters due to fear of punishment, shame or losing access to games, hence letting the harm escalate without adult awareness, said Assoc Prof Razwana.
WHAT SHOULD SINGAPORE DO?
Mr Singh noted that “there is a grey area” when it comes to regulating a platform like Roblox.
“The issue is that it sits between a game and an application. If you look at the IMDA’s regulations and everything, it’s more to do with social media,” he said. “Do we need a new law or legislation altogether to look at games like Roblox?”
He added that when gaming platforms first emerged as a radicalisation threat back around 2015, they typically targeted older players.
“For Roblox, it seems the target group is much younger children,” said Mr Singh.
Singapore introduced the Code of Practice for Online Safety–Social Media Services in July 2023, which requires designated social media services to put in place systems and processes to prevent Singapore users, particularly children, from accessing harmful content.
Designated app stores must also put in place age assurance measures by Mar 31 to prevent users under 18 from accessing inappropriate apps.
A Bill to establish a new Online Safety Commission would also be tabled.
In parliament in November last year, MP Elysa Chen (PAP-Bishan-Toa Payoh) asked the government to consider extending privacy safeguards and age assurance measures to gaming platforms and other apps that young people use.
Assoc Prof Razwana said that regulation should focus less on platform labels and more on their functions.
“Roblox may not fit neatly into existing categories such as ‘social media’, but it clearly operates as a social, creative, and immersive ecosystem. Risk assessments and safeguards should reflect how platforms are actually used, not how they are classified,” she said.
She added that there is scope to strengthen age-appropriate safeguards within platforms, such as safer default settings for minors, reduced discoverability of unmoderated spaces and clearer reporting and feedback mechanisms for young users.
Beyond regulation, more can also be done at the societal level to combat this scourge, said experts.
Assoc Prof Razwana said community-based prevention and digital resilience, particularly at home, in schools and at the neighbourhood level, should be strengthened.
Research on radicalisation has shown that early intervention is most effective when trusted adults notice changes in behaviour, ask difficult questions and stay engaged without judgement.
“This requires equipping parents, educators, and youth workers with the confidence and language to talk about online experiences, including gaming, rather than approaching these spaces with fear or unfamiliarity,” she said.
In the latest case of the 14-year-old, his family and friends were aware of his extremist views and support for ISIS, but none of them reported him.
There is a need to foster shared norms of care within youth communities, added Assoc Prof Razwana.
Peer relationships are powerful in gaming spaces, and young people often turn to one another before turning to adults.
“Community-based programmes that encourage empathy, bystander responsibility, and moral courage can help young users recognise harm and support one another before issues escalate,” she said.
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