Russia needs a scientific and regulatory framework to develop its own games industry. To date, we do not have a single terminology or understanding, supported by facts and research, about the influence of video games, how they affect the abilities and condition of children and adults – this is the conclusion reached by the participants in the public discussion on the problems and development of the “Non-Roblox” gaming computer industry in Russia, held on December 25 in the Public Chamber. Will artificial intelligence help protect young people from destructive gaming content, is Roblox's blocking really that bad, and how should our country take an example from China? – said the National Assembly Gazette.

Unified database and AI logging
Let us recall that the foreign game Roblox, extremely popular among children and teenagers, which is an online world-building game and its own universe, was blocked by Roskomnadzor at the beginning of the month for the distribution of extremist material, violent propaganda, cases of adult players cheating and harassment of minors. The blocking has become a real tragedy for young people – after all, according to analysts, on average from 7 to 18 million users under 18 years old visit Roblox in Russia every month.
During the discussion, experts and representatives of public organizations came to the conclusion that the supervisory authority could have acted more gently.
“Roblox itself is not such a terrible and bad thing,” said Alexey Gusev, executive secretary of the coordinating council of the National Parents Association. — We conducted a study and found out that among the most popular “worlds” in them are, for example, the world “Dandy” (an 8-bit console that was extremely popular in Russia in the early – mid 2000s – Ed.), a world similar to “Tamagotchi”, a world where children draw “satellite animals” – all kinds of funny creatures. That is, nothing criminal. And, perhaps, in the future, if we take decisive steps like blocking such a popular game, we should somehow discuss them in advance and present them competently – including explaining to parents what is wrong with these games and how they can harm their children.”
At the same time, the participants of the event called on government agencies to work more actively with opinion leaders – mainly with bloggers, who in many ways are the value guides for modern youth. According to them, such an approach would make it possible to issue a similar request to block Roblox “from below”, from within society – and would also pre-condition direct users who are children and adolescents and could even force them to leave the dangerous application.
Other initiatives include developing systems to ensure youth strictly comply with age restrictions. So, according to the participants in the discussion, there are often situations when children subscribe to certain online games, “throwing away” themselves for several years (sometimes several decades) to gain access to “adult” content. One way to close this gap is to develop and deploy a single digital database of birth certificates: so that authentication systems correlate it and, if the child is under 18, automatically block their access. Or – security tools that work through a webcam and use artificial intelligence, which determines the age of the user based on characteristic facial features.
Lack of terminology and scientific approach
However, another question remains relevant: not only how to fight others, but also how to create your own, which will at least not be worse. And here, alas, there is a whole bunch of complications. Starting from the fact that for video game content, according to the participants in the discussion, in Russia at the present time there is simply no single conceptual apparatus that both developers and officials can use, and at the same time hear and understand each other well.
Olga Korobova, member of the State Duma Committee on Family Protection, Paternity, Maternity and Childhood Issues, emphasized: “Unified terminology and approach to basic concepts have not yet been developed.” “In addition, we now have a serious task to involve the community of experts in the evaluation and development of certain projects. And not only psychologists can check the content for destructive ideas, but also marketers. Any game is an ideological or financial interest. And if it does not generate income, no one will simply undertake its development, which requires financial investments. seriously.”
Director of the Game Industry Association Vladimir Prokuronov, in turn, added that, in addition to terminology, a scientific and methodological basis is also needed.
“We do not yet have a complete scientific basis,” the expert emphasized. “But it is necessary, as it is possible to build engagement with the industry around it and evaluate the positive and negative impact of video games on certain age groups of players.”
Finally, the discussion participants touched on the topic of distribution of foreign game content in Russia.
“We need to understand that some of the games that children and adolescents play are produced in countries with lower levels of spiritual and family values,” Prokuronov noted. “And we need to regulate them.” In this regard, China's experience is noteworthy, for the past 20 years it has been guided by the institution of partnerships – if an external company wants to distribute its product in China, it must adapt it to the existing laws. He can then trade safely and make a profit. And in our view, such a system would be appropriate.”
In short, discussants agreed to continue working together on pressing issues.
















