Australia’s New Social Media Ban: Reddit, Twitch, Roblox and More at Risk

Australia’s upcoming social media ban aims to protect children under 16, but could extend to platforms like Reddit, Twitch, and Roblox. With unexpected inclusions like dating apps, the ban’s reach goes beyond traditional social media. The law raises questions about online safety and the evolving definition of social networks.

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Australia social media bans
Australia social media bans. credit: shutterstock, edited with canva | en.Econostrum.info - Australia

Australia’s upcoming social media ban, set to begin in December, will not only target major platforms like Facebook and Instagram, but also extend to gaming and niche services such as Roblox, Steam, and even GitHub. The new law aims to protect children from online harm, but its far-reaching impact has raised questions about the definition of “social media” in an increasingly digital world.

The eSafety commissioner’s office is currently evaluating which platforms will be required to comply with the ban on social media accounts for under-16s. Companies such as Reddit, Twitch, and Lego Play are among those under scrutiny, prompting a wider conversation about online safety for young users. This move comes amid growing concerns over child grooming and inappropriate content in digital spaces popular with children.

The Ban’s Scope: Social Media or Beyond?

The proposed regulation, effective from 10 December 2025, restricts social media access for users under 16 across a range of platforms. The law aims to tackle the increasing risks children face online, from exposure to harmful content to predatory behaviour. According to the eSafety Commissioner, Julie Inman Grant, platforms like Facebook, Instagram, TikTok, and YouTube, which have clear social networking functions, meet the criteria for the ban.

However, the inclusion of platforms such as Roblox, Lego Play, and Steam is less straightforward. These platforms, which primarily serve as gaming spaces, also incorporate social features such as chats and user interaction. The distinction is important because gaming services with social elements aren’t traditionally classified as social media. While this ban is expected to impact the way these platforms engage with young users, questions remain about how gaming and social networking overlap in the digital age.

Inman Grant has voiced concerns specifically about Roblox, which is extremely popular with younger audiences but also a target for online predators due to its messaging functions. In response, Roblox has introduced measures like making accounts for under-16s private by default and disabling direct messaging until users complete age verification. These changes reflect the growing urgency for tech companies to ensure the safety of their younger users.

The Wider Implications: Industry and Parental Responsibility

The impact of this ban is likely to extend beyond just the companies involved. In addition to enforcing stricter guidelines for platforms, it sets a precedent for future digital regulations globally. 

While the law is designed to protect children from exploitation, it also raises questions about the role of parents and guardians in monitoring their children’s online activities. The inclusion of dating platforms such as Tinder and Hinge in the review process highlights the evolving understanding of what constitutes an “online space” for young people.

Match Group, the parent company behind these platforms, emphasises that users must be over 18 to join, suggesting that other industry regulations would address these concerns separately. Nevertheless, this ban could prompt broader discussions about the responsibilities of digital platforms in safeguarding vulnerable users, particularly as more services integrate social features into traditionally non-social spaces.

Australia’s under-16 social media ban is an important step towards improving online safety, but it also highlights the complexities of regulating an increasingly interconnected digital world. As the December deadline approaches, many platforms will need to adjust their policies, potentially reshaping how digital spaces are governed and how users interact within them.

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