澳大利亚的在线安全监管机构发现,主流游戏平台在保护儿童免受网络伤害方面存在“严重漏洞”。
Australia's online safety regulator has found "significant gaps" in how popular gaming platforms protect children online.
在一份新发布的报告中,该机构指出:Steam、Roblox、Fortnite和Minecraft等平台在实施儿童保护措施时存在明显差异。调查显示,澳大利亚8至17岁的儿童中,有90%都玩过网络游戏。
In a new report it found inconsistent approaches in how Steam, Roblox, Fortnite and Minecraft implement child safety measures as research shows nine out of 10 children aged 8 to 17 in Australia have played online games.
“澳大利亚的儿童有权在网络上安全地玩耍,而不应受到网络犯罪者、性剥削者、暴力极端主义内容或其他有害信息的威胁,”eSafety专员朱莉·因曼-格兰特(Julie Inman-Grant)表示。她指出,这些平台的安全措施过于薄弱,导致“有恶意的成年人”能够轻易接触儿童,并对其进行性剥削或煽动极端行为。
"Australian children have a right to play online without being exposed to predators, sexual extortionists, violent extremist content or other harmful material," eSafety Commissioner Julie Inman Grant said. Weak safety on platforms allow "predatory adults" to make contact with children before grooming them, she said, for sexual exploitation or radicalisation.
报告还发现,拥有Steam及Steam Chat的美国游戏巨头Valve是唯一一家未采用行业普遍使用的技术来检测和删除有害内容的平台。Valve也未主动使用相关工具来识别聊天中的儿童性剥削或暴力内容;目前该平台的主要功能仅用于检测网络诈骗行为。
The report found that Valve - the US gaming giant that owns Steam and Steam Chat - was the only provider that did not use a type of technology widely used by the industry to detect and remove known harmful content. Valve also did not "proactively" use tools to detect child sexual exploitation or violent material in chats, with current systems mainly flagging scams, the report found.
报告指出,Roblox和Valve都仅使用内部数据集来训练语言检测系统,并且没有定期更新这些检测模型。因曼-格兰特呼吁这些平台提升自身的技术能力,以有效识别和打击儿童性剥削、性勒索以及任何宣扬、煽动或鼓励暴力的内容。
Roblox, along with Valve, were noted in the report as using only internal datasets to train language detection systems and for not regularly retraining these models. "We expect these services to lift their game to identify and combat serious harms such as child sexual exploitation, sexual extortion and material and activity which promotes, incites or instructs violence," Inman-Grant said.
报告还提到,Minecraft和Fortnite虽然提供了儿童专属账户,但用户仍需自行声明年龄;任何声称自己是成年人的用户都可以使用这些平台的高风险功能。Steam同样依赖用户自行申报年龄,不过该平台最近已引入了通过信用卡验证年龄的机制;Roblox则从去年12月起加强了年龄验证措施。
Minecraft and Fortnite, which does offer child accounts, generally let users self-declare their age, the report highlighted, meaning anyone who said they were adults could access "higher-risk communication features". Steam also relied on users self-declaring their age but the report acknowledged the platform had recently introduced age checks using credit cards, and that Roblox had put in stronger age checks since last December.
报告还指出了四个游戏平台在信息共享及参与行业合作方面的不一致性。
Another issue raised by the report was the inconsistent manner in which the four gaming platforms shared information and participated in industry initiatives.
《我的世界》(Minecraft)的开发商 Mojang Studios 与 Roblox 在打击网络儿童性剥削和暴力极端主义方面积极分享了行业经验,但 Valve 却没有这样做。
Mojang Studios, developer of Minecraft, and Roblox shared industry expertise in combating child sexual exploitation as well as violent extremism online, but Valve did not.
此外,《堡垒之夜》(Fortnite)的开发商 Epic Games 也没有根据一项旨在打击网络儿童性剥削与虐待的全球性计划,与其他平台共享相关违规案例。
Elsewhere, Fortnite maker Epic Games failed to share instances of breaches with other platforms under a global programme that was designed to combat online child sexual exploitation and abuse.
该报告基于澳大利亚电子安全委员会(eSafety Commission)收集的数据,这些数据涵盖了 2025 年 10 月至 2026 年 3 月期间各平台在保护用户免受网络伤害方面的表现。
The report was based on information collected by Australia's eSafety Commission on how the platforms were protecting users from serious online harm between October 2025 and March 2026.
近年来,澳大利亚因其在网络安全方面的立场而备受关注:去年 12 月,该国实施了全球领先的针对 16 岁以下用户的社交媒体禁令(该禁令不适用于游戏平台);最近,澳大利亚又推动科技巨头为用户提供“退出”社交媒体算法的选择权。Valve、《堡垒之夜》的开发商 Epic Games、Roblox 以及《我的世界》的开发商 Microsoft 都已被联系以获取评论。
Australia has made global headlines in recent years for its stance on online safety, after it introduced its world-leading social media ban for under-16s last December - which did not include gaming platforms - and a more recent push to force tech giants to offer users a chance to opt-out of social media algorithms Valve, Fortnite, Roblox and Microsoft - which owns Minecraft - have been contacted for comment.