Most Australian children between nine and fourteen years old regularly play video games, but new research reveals the experience is often marred by serious online abuse and harassment.
Teen Takes Action Against Gaming Toxicity
Fifteen-year-old Cody from Adelaide, whose surname remains unpublished for privacy reasons, describes online gaming environments as turning into "bullying hellholes" where players routinely face toxic behaviour, including being told to harm themselves.
"I've encountered hundreds of players who receive terrible abuse," Cody explained to 7NEWS.com.au. "Many feel trapped in an endless cycle of bullying they cannot escape."
The severity of the problem prompted Cody to establish his own online support group for victims after observing fellow gamers spiral into despair. "I started this initiative because I believe everyone deserves proper support," the teenager stated.
Major Gaming Platforms Under Scrutiny
Cody has directly contacted Fortnite developer Epic Games, urging the company to remove serial abusers from their platform. However, he reports receiving minimal to no response from the gaming giant.
Epic Games, established in 1991 and based in North Carolina, ranks among the world's largest gaming companies. The corporation employs over 4,000 staff globally and operates the Epic Games Store, which hosts hundreds of millions of accounts.
Their flagship title Fortnite alone has attracted more than 400 million registered players worldwide, establishing it as one of history's most influential gaming platforms. Despite this massive reach, Cody believes Epic Games fails to adequately protect its community members.
"Players have expressed suicidal thoughts because bullying makes them feel their world is ending," Cody revealed. "We need stricter gaming restrictions - immediate bans for players who engage in harmful behaviour."
Regulatory Gaps and Expert Warnings
Gaming platforms remain exempt from the Albanese government's upcoming social media ban for users under sixteen, prompting experts to warn that harmful content will continue flourishing in these spaces.
RMIT Associate Professor Lauren Gurrieri highlights that gaming influencers wield "immense cultural authority" and frequently reinforce damaging gender norms. "Followers develop strong personal connections with influencers, despite these relationships being fundamentally one-sided," Professor Gurrieri explained.
Research indicates one in five teenage gamers has witnessed hate speech, while over ten percent have encountered misogynistic ideas shared within gaming environments.
Professor Lisa Given, director of RMIT's Centre for Human-AI Information Environments, cautions that other major platforms like Roblox - with 380 million global users - face similar vulnerabilities. "Gaming environments can expose children to potentially harmful content," Professor Given warned. "Parents must remain vigilant about what their children encounter online."
Safety Measures and Industry Responsibility
Following pressure from Australia's eSafety Commissioner, Roblox has committed to implementing new safety measures by the end of 2025. These changes will make accounts for users under sixteen private by default and prevent adult users from contacting children without parental consent.
eSafety Commissioner Julie Inman Grant declared in September that "the time has come for platforms to take real responsibility for user safety."
The federal government has also pledged to introduce a "duty of care" framework for online services, reinforcing the principle that safety must become integral to platform design from inception.
Australia's eSafety Commissioner serves as the nation's independent online safety regulator, investigating serious cases of cyberbullying, adult cyber abuse, image-based abuse, and illegal or restricted online content.
Individuals can submit reports through the official eSafety website, where they receive guidance to appropriate forms based on the nature of the harm. When platforms, including online gaming services, fail to remove harmful material, eSafety possesses authority to intervene, request takedowns, and enforce compliance with industry standards.
For Cody, these changes cannot arrive quickly enough. He maintains that bullied players currently fend for themselves and gaming companies must accelerate their response times. "We only need to work together to stop all bullying," he emphasized.
Epic Games did not respond to 7NEWS.com.au's requests for comment regarding these concerns.
If you require crisis support, contact Lifeline at 13 11 14. For additional information about depression, reach out to beyondblue at 1300 224 636 or consult your GP, local health professional, or someone you trust.