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dc.contributor.authorCarter, Marcus
dc.contributor.authorVekhande, Sanika
dc.contributor.authorFifita, Alisa-Jean
dc.date.accessioned2026-03-25T04:40:07Z
dc.date.available2026-03-25T04:40:07Z
dc.date.issued2026-03-25
dc.identifier.urihttps://hdl.handle.net/2123/35033
dc.description.abstractRoblox is one of the world’s largest digital platforms for children, generating most of its revenue through microtransactions purchased with the virtual currency Robux. This report examines how monetisation is designed and experienced in popular Roblox games, focusing on misleading, deceptive, and manipulative practices that may cause consumer harm. Based on qualitative gameplay analysis of 15 top‑earning Roblox games conducted between October 2025 and February 2026, the study documents fourteen misleading, deceptive or unfair monetisation practices. The report argues that these practices raise serious consumer protection concerns, particularly given Roblox’s predominantly child user base and the platform’s active role in shaping and profiting from these monetisation systems.en
dc.rightsCreative Commons Attribution 4.0en
dc.subjectGamesen
dc.subjectRobloxen
dc.subjectMonetisationen
dc.titleMisleading and Deceptive Monetisation in Roblox: Evidence of False Pricing, Manipulative Design, and Consumer Harm in a Children’s Digital Platformen
dc.typeReport, Researchen
dc.subject.asrcANZSRC FoR code::46 INFORMATION AND COMPUTING SCIENCES::4608 Human-centred computing::460806 Human-computer interactionen
dc.identifier.doi10.25910/0gad-5g44
dc.relation.arcFT220100076
usyd.facultySeS faculties schools::The University of Sydney School of Architecture, Design and Planningen
usyd.departmentSydney Games and Play Laben
workflow.metadata.onlyNoen


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