Iraq Bans Roblox Over Sexual Exploitation, Blasphemy, and Online Blackmail Concerns
Iraq has banned the popular gaming platform Roblox, citing risks to moral values and child safety, amidst a global outcry and lawsuits over online predators and psychological harm.

Editor's Note: The following article contains descriptions of child abuse and suicide that may be disturbing to some readers.
ERBIL (Kurdistan24) – In a decisive and sweeping move reflecting a growing global backlash against one of the world's most popular gaming platforms, Iraq has officially banned the US-based online game Roblox, citing grave concerns over sexual content, blasphemy, and the risk of online blackmail targeting minors.
The Iraqi communications ministry's decision to shutter the platform, which it said was necessary to "protect social order, preserve moral values," and "ensure the safety of internet users," places the country at the forefront of a global reckoning with a digital universe that, while beloved by tens of millions of children, is increasingly being described by critics, attorneys general, and grieving parents as a dangerously unregulated "playground for predators."
The Iraqi ban, announced late Sunday and enacted in accordance with a Supreme Court decision, comes amid a firestorm of legal and public scrutiny facing the California-based company.
From a series of lawsuits in the United States alleging the platform has enabled the sexual exploitation and even led to the death of young players, to accusations of fostering a "hypercommercial dystopia" that hooks children on gamified consumption and exposes them to inappropriate content, the idyllic image of Roblox as a harmless digital playground is rapidly crumbling under the weight of devastating accounts and mounting evidence of the profound dangers lurking within its sprawling, user-generated worlds.
Iraq's Stand Against a Digital 'Threat'
The Iraqi communications ministry's justification for the ban was both broad and specific, painting a picture of a platform rife with what it termed "numerous security and social risks."
According to a report from Agence France-Presse (AFP), the ministry alleged that Roblox contained "sexual (content), acts of blackmail, foul language and profanity."
A key concern highlighted was a feature allowing "direct communication between users which exposes young people to attempts at exploitation or blackmail."
This direct-chat functionality has been a focal point of criticism globally, as it provides a direct and often unmonitored channel for adults to contact and groom children.
The Iraqi government's action is part of a wider international trend of regulators attempting to force Roblox to take greater responsibility for the safety of its massive user base, which the company states includes around 100 million daily users, with children under 13 accounting for approximately 40 percent of that figure in 2024.
Just last month, Australia's online watchdog announced that Roblox had agreed to a suite of new measures to curb the risk of grooming, including switching off direct chat in the country for users who have not had their age verified and blocking adults from communicating with children under 16.
The Iraqi ban, however, represents a far more drastic step, moving from regulation to a complete shutdown of the platform.
A Grieving Mother's Lawsuit and a Cascade of Legal Challenges
The concerns cited by the Iraqi government are not abstract fears; they are the lived and tragic realities for a growing number of families.
The most harrowing of these accounts is the story of Ethan Dallas, a 15-year-old autistic boy from San Diego who took his own life in April 2024 after years of sinister abuse that began on Roblox.
As detailed in a devastating report by The New York Times, Ethan's mother, Becca Dallas, has filed a wrongful-death lawsuit against the company, likely the first of its kind, accusing the platform's design and lack of safety guardrails of enabling the predation that led to her son's death.
Ethan began playing Roblox at age seven. Years later, he was contacted by another player who called himself Nate and claimed to be a child. The two became close, but their relationship turned sinister. Nate, who was later identified by law enforcement as Timothy O’Connor, a 37-year-old man, taught Ethan how to disable some of the game's parental controls.
Their conversations, which moved to the messaging app Discord, became sexual, and O'Connor eventually blackmailed Ethan into providing explicit photographs of himself. The psychological toll was immense.
Ethan began having intense anger fits, leading his parents to place him in a residential treatment center for a year. Four months after confessing the years of abuse to his mother, he ended his life. "I couldn't believe it," Ms. Dallas told The New York Times. "I thought Roblox was a children’s game."
Ms. Dallas's lawsuit is a legal vanguard in a rapidly escalating war against the platform. According to The New York Times, more than 20 lawsuits accusing Roblox of enabling sexual exploitation have been filed in federal courts this year alone. In recent months, a slew of state attorneys general have launched their own actions. In April, Florida's attorney general opened a child-safety investigation.
In August, Louisiana's attorney general sued the company, calling it "the perfect place for pedophiles." And just this month, Kentucky's attorney general, Russell Coleman, filed a lawsuit alleging Roblox is a "playground for predators," citing games that included simulated sexual activity and even a graphic depiction of the assassination of conservative activist Charlie Kirk.
"Our responsibility is to protect Kentucky children from online exploitation by these predators and the companies like Roblox that knowingly facilitate it," Coleman stated. "My message to parents: get your kids off Roblox."
These legal challenges aim to pierce the formidable shield of Section 230 of the Communications Decency Act, a 1996 law that has largely protected tech companies from liability for content posted by users. The lawsuits, including the one filed by Becca Dallas, contend that it is not the user-generated content itself but the fundamental design of the platform—its features, its lack of robust safeguards, and its business model—that creates the dangerous environment.
A Brain-Rotting, Hypercommercial Dystopia?
Beyond the clear and present danger of sexual predators, a growing chorus of critics argues that the very structure of the Roblox universe poses a different, more insidious kind of threat to the psychological and social development of children. In a scathing analysis for New York Magazine, journalist Sam Biddle described the platform as a "brain-rotting, hypercommercial dystopia," a place where some of the "most insidious trends of the contemporary internet — gambling, compulsive distraction, mindless consumption, and overall enshittification — have hardened into governing realities."
In Sam Biddle’s New York Magazine exposé, Roblox is unveiled as a paradoxical universe: a wildly popular creative sandbox for millions of children that simultaneously functions as a "brain-rotting, hypercommercial dystopia."
While its blocky, primitive aesthetic might seem innocuous, the platform’s architecture creates a perilous environment where the lines between play, reality, and danger are perilously blurred.
The New York Magazine article posits that Roblox is more than just a game; it is a vast, unsupervised digital landscape that cultivates dissociative behavior through mindless gameplay, exposes children to predation, and systematically conditions them for a future of detached consumerism.
The most immediate and terrifying danger highlighted is the platform's role as a hunting ground for predators. The text makes it clear that Roblox’s immense popularity with children—attracting two-thirds of all U.S. kids between 9 and 12—makes it an irresistible target.
Biddle cites harrowing data: between 2018 and 2024, over two dozen adults were arrested for abducting or abusing victims they groomed on the platform. The notorious case of a New Jersey man who used Roblox to lure a 15-year-old girl to his home for repeated sexual abuse serves as a stark reminder of the tangible, life-altering threats lurking within these virtual worlds.
The platform’s design, which encourages open social interaction with strangers like "Level12Arsonist," creates an environment where children, seeking connection and friendship, are uniquely vulnerable to manipulation by those with malicious intent. The impending wave of lawsuits alleging the facilitation of sexual exploitation underscores that this is not an isolated problem but a systemic one.
Beyond these overt physical dangers lies a more insidious psychological conditioning, which the article terms "brain rot." This is not merely a critique of screen time but a specific diagnosis of the platform's content.
Many of Roblox's most popular games are engineered to be "as incoherent or absurd as possible." Experiences like Steal a Brainrot, where players grab AI-slop memes while avoiding giant hands, or the bizarrely popular Shrek Line, which consists of nothing more than waiting to be held by an unlicensed character, actively discourage critical thought and narrative engagement.
This type of gameplay fosters a form of dissociative behavior, training young minds to embrace passive, mindless distraction over active, purposeful play. As one developer notes, the system capitalizes on dwindling attention spans, offering "jump-in, jump-out games" devoid of plot or character. This constant stream of incoherent stimuli encourages a detachment from reality, where the goal is not achievement but simply to be occupied.
This dissociative state is further entrenched by the platform's economic structure, which is designed to be deliberately obtuse and exploitative. The reliance on Robux, a virtual currency with fluctuating exchange rates, abstracts the concept of real money, making it difficult for children to grasp the financial consequences of their in-game purchases.
This financial dissociation is a core feature, not a bug. Games are often "deliberately hamstrung," designed to be monotonous or "unfun" to push players toward microtransactions. Whether it's climbing an infinite ladder or waiting for a virtual plant to grow, the choice is between tedious grinding and the instant gratification offered by spending Robux.
This dynamic, combined with casino-like mechanics such as "kiddie roulette" and "Legendary Spinners," normalizes gambling behaviors and preys on childhood impatience. Children are immersed in a world where the rules of real-life economics and consequences do not apply, fostering a dangerous disconnect from the value of money and the nature of consumption.
Ultimately, Roblox emerges in Biddle's analysis as a sprawling, unsupervised digital playground where the most insidious trends of the modern internet have "hardened into governing realities."
It is a space where children are simultaneously targeted by sexual predators, conditioned into passive consumption by corporate brands, and encouraged to embrace a state of cognitive detachment through "brain rot" gameplay. The platform’s defenders may tout its creative potential, but the reality is a system that profits from child labor, exploits psychological vulnerabilities, and serves as a fertile ground for abuse.
The article’s conclusion is deeply unsettling: Roblox is not an anomaly but the "logical end point of the internet’s enshittification," a testing ground where the next generation is being seamlessly integrated into a world where slop, commerce, and social interaction merge into a single, inescapable "super-experience." It is a world that doesn't just entertain children but actively reshapes their perception of reality, priming them for a future where they may not even notice the difference.
The Social Cost: Dissociation and the Decline of 'Third Places'
The psychological and social impact of this immersive, consumerist metaverse is a subject of growing concern. Sociologists have long pointed to the importance of "third places"—spaces like parks, malls, and community centers that are not home or school—for healthy social development.
As these physical spaces decline, driven by the advance of online commerce and social media, virtual worlds like Roblox have rushed to fill the void. Roblox executives have even explicitly compared the platform to the shopping malls of their youth.
However, as Fairplay's Rachel Franz points out, this comparison is deeply flawed. The "real, documented psychosocial manipulation of children in virtual spaces — you can’t replicate that in real life because real life has consequences," she told New York Magazine. "And it has smells, and time exists differently, and there aren’t gambling wheels that pop up in front of you."
John Rutledge, a parent and teacher, has seen firsthand how Roblox consumes the lives of his students. "It seems like Big Brother has too much control in a way," he said. "What Roblox is doing right now is they’re bringing these kids in and they’re just making consumers out of them."
The platform's very design capitalizes on what one developer called the reduced "attention span" of younger generations, offering a constant stream of "jump-in, jump-out games" where plots and characters are often absent.
This fosters a state of compulsive distraction, a seamless blend of slop, commerce, and dopamine rushes that is intuitive to a generation raised on screens. This environment, far from fostering the healthy socialization of a real-world "third place," instead risks creating a generation of dissociated young consumers, fluent in the language of microtransactions and branded content but potentially lacking in the real-world social skills forged through unmediated human interaction.
As Iraq implements its nationwide ban, it joins a growing global movement of parents, regulators, and child safety advocates who are asking a fundamental question: at what cost comes the success of the world's most popular children's game? For families like the Dallases, the cost has been immeasurable. For the millions of children still unsupervised in this vast digital playground, the final bill has yet to come due.