The situation
If you grew up gaming, you know that the chat lobby can be a lawless place. Australia’s eSafety Commissioner, Julie Inman Grant, just dropped a new report that confirms exactly what most of us already suspected: some of the biggest platforms are lowkey failing to protect kids. The study looked at Steam, Roblox, Fortnite, and Minecraft, and the results are honestly pretty mid.
Real talk: nine out of 10 Aussie kids between 8 and 17 are gaming online. With that many users, safety shouldn't be an afterthought, but the report highlights "significant gaps" in how these companies filter out predators, extremist content, and grooming attempts.
The technical Ls
The report didn't hold back on the specifics. Valve—the company behind Steam—is taking an L for not using industry-standard tech to flag harmful content in chats. While other platforms are at least trying to share intel on how to stop sexual exploitation, Valve isn't even showing up to the table.
Meanwhile, Fortnite and Minecraft are relying on users to just "self-declare" their age. Highkey, that’s not a real security system; anyone can just click 'I am 18' to bypass restrictions. While some platforms like Roblox have stepped up their age-check game recently, the report says it’s still not consistent across the industry.
Why it matters
It’s giving 'we need a better system.' While Australia has been aggressive about regulating social media, gaming platforms have largely flown under the radar—until now. The eSafety Commissioner is clear: gaming spaces should be safe, not hunting grounds for predators. These platforms need to lift their game or face the heat, because for Gen Z and the generation coming up behind us, the virtual world is essentially our second home.






