Teens are most likely to report about their parents

SAN MATEO, Calif .– (BUSINESS WIRE) –While the majority (93%) of parents say they discuss appropriate behavior with their kids at least “occasionally,” teens disagree, according to a new Digital Civility Survey commissioned by Roblox, a global online entertainment platform bringing more than 100 million people together through play. The survey of 3,500-7 and 17 teens, uncovers the disconnect with 580 prepare kids and teens for interactions in the online world.

While 91% of parents believe their kids are likely to help them if they experience issues like online bullying, they are likely to report these issues (53%) or tell another adult (33% ) than talk to their parents (26%). When asking to share advice, younger people recommend reporting bad behavior, blocking strangers, or telling someone who can help.

""This data highlights the importance of initiating potentially uncomfortable conversations about appropriate behavior and keeping open communication channels with your children," said Laura Higgins, director of digital civility at Roblox. "The internet is a great place to raise a digital world, but to get involved in a digital world. They will help you build trust and open relationship, encouraging them to ask you for help when they need it. "

Millennial parents are better at monitoring their children's online activities

Survey results revealed generational differences when it came to parental involvement in digital children's lives: in comparison to Gen X and baby boomers, millennial parents spend more time monitoring their kids' behavior online, with 68% saying they are "very aware" of their children's online activities compared to less than half of Gen X and Baby Boomer parents (48% and 47%, respectively).

Millennial Parents Are Using Digital Monitoring Tools Such Over Parental Controls — Over Half (55%) of Millennial Parents Use Kids for Online Activities 42% of Gen X and Boomers. 47% compared to 37% of Gen X and 29 % of Boomers).

Despite these differences, millennials, Gen X, and baby boomers parents who don't monitor their children's behavior do so for nearly the same reasons:

  • 42% of parents just don't feel the need to do so;
  • 20% say they don't know how; and
  • 12% say they want their child to be independent.

"I feel intimidating at times to keep up with the fast peace of apps and devices our children use. "It requires parents to educate themselves and to understand how to function like chat rooms on a platform, or how to report bad actors and harmful content," said Stephen Balkam, CEO of the Family Online Safety Institute. "They want to be able to take care of themselves with their platforms together. "This creates an opportunity for a meaningful conversation about safety and protecting personal information."

Online, teens often as across online bullying and inappropriate language, but they help each other out

Parents and teens (91%) and teens (77%) are strongly concerned about online bullying. Twenty-two percent of parents have reported incidents involving their kids, and nearly one in five teens (19%) said they had deal with online bullying in the past 12 months. Additional survey findings:

  • Teens classify a variety of actions as bullying: for example, 51% of teens said Make fun of someone in this category for them when they are playing online, and 42% see someone rude name or encouraging players to target others in a game as bullying too.
  • While the majority of teens (65%) report often seeing others use inappropriate language while playing online, a lot fewer (27%) teens say they themselves use offensive or inappropriate language.
  • Nearly all teens (96%) will likely help a friend if they are bullied online, they will be most likely to get help from other players when they need at least "sometimes," with 41% saying they get peer help "often "Or" always. "

"While some platforms strive to create a safe environment for younger users and are relentless in combating bad actors, teens may opt to use more open platforms — like unmoderated chat apps — in tandem with curated ones to bypass restrictions and push boundaries, ”added Higgins. "Unfortunately, such freedom also allows 'banter,' bad language, and a lot of bravado, so it's important for parents to understand where their kids are hanging out and how they are weaving social platforms together. While we can't control what we see on the internet, we can help shift control back to children by empowering them with tactics and tools to handle bad actors. "

The significance of digital play

The majority of teens play online, enjoying the fun, relaxing after a stressful day, or seeking a challenge. For over a third (34%) it's where their offline friends hang out. Of the 580 teens surveyed, 78% play online games at least once a month, and more than half a teens (55%) play several times a week or more often, underscoring just how significant digital play is in lives today.

For many of us also gives a boost to confidence— a quarter of teens (26%) say gaming is what they are best at and makes them feel good about themselves. Moreover, 42% of teens who play online reports frequently giving compliments to other players, and over a quarter (26%) report also receiving compliments when playing online games, although they are more likely than females to report this — 33% vs. 16%.

The full results from the Roblox Digital Civility Survey can be found here. Roblox's director of digital civility Laura Higgins shared her commentary on the Roblox blog leading to the presentation of the research at the 2019 International Bullying Prevention Conference This week.


This online poll was commissioned to SurveyMonkey as part of Roblox's Digital Civility Initiative and conducted October 19-29, 2019, among 10,000 adults, including 3,571 parents of children age 7-17 (922 of them are millennials), and 580 teens, 430 of whom to play online games once a month or more. Respondents for this survey were selected from the 2 million people who take surveys on the SurveyMonkey platform each day. Date, age, race, sex, education, and geography using the Census Bureau's American Community Survey to reflect the demographic composition of the United States and over, then weighted for age, race, sex, education, employment status , and geography using Census Bureau's Current Population Survey to reflect the demographic composition of the United States employed population.

About Roblox

Roblox's vision is to bring the world together through play. Every month, more than 100 million people around the world have fun with friends as they explore millions of immersive digital experiences. All of these experiences are built by the Roblox community, made up of over two million creators. We believe in building a safe, civil, and diverse community — one that inspires and fosters creativity and positive relationships between people around the world. For more information, please visit corp.roblox.com.


Irina Efremova / Roblox Corporation