澳大利亚网络安全监管机构发布报告称,Steam、Roblox、Fortnite和Minecraft等热门游戏平台在保护儿童在线安全方面存在"重大漏洞"1。这些平台在有害内容检测、年龄验证和信息共享等方面采取措施不一致,使儿童面临来自掠食者、性敲诈和暴力极端主义内容的风险1。
报告指出了各平台存在的具体问题1。Steam是唯一未使用业界广泛采用的有害内容检测技术的提供商,且Valve未主动使用工具检测聊天中的儿童性虐待或暴力内容1。Roblox和Valve仅使用内部数据集训练语言检测系统,且不定期重新训练模型1。此外,Minecraft和Fortnite允许用户自行声明年龄,这一做法存在安全漏洞1。
部分平台已采取改进措施应对监管关注1。Steam最近引入了基于信用卡的年龄检查,Roblox自2024年12月起加强了年龄检查1。澳大利亚9/10的8-17岁儿童玩过在线游戏1,这也突显了该问题的广泛影响。报告基于2025年10月至2026年3月期间收集的数据1。
Australia's cybersecurity regulator has published a report highlighting substantial deficiencies in child protection measures across major gaming platforms including Steam, Roblox, Fortnite, and Minecraft.1 The investigation found that these platforms employ inconsistent approaches to detecting harmful content, verifying user age, and sharing information, exposing children to risks from predators, sexual extortion, and violent extremist material.1
The report reveals that nine out of ten Australian children aged 8 to 17 have played online games.1 Among the platforms examined, Steam stands out as the only provider that does not employ industry-standard harmful content detection technology.1 Notably, Valve has not actively deployed tools to identify child sexual abuse material or violent content in chat communications.1 Both Roblox and Valve rely solely on internally developed datasets to train their language detection systems and do not conduct regular model retraining.1
Age verification mechanisms across the platforms also demonstrate significant vulnerabilities.1 Minecraft and Fortnite permit users to self-declare their age, creating potential loopholes for underage access.1 However, recent improvements have been implemented: Steam introduced credit card-based age verification, while Roblox strengthened its age verification procedures beginning in December.1
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