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Monday, October 19, 2026

MCMC mulls extending age restrictions to online gaming platforms

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The Malaysian Communications and Multimedia Commission (MCMC) is studying mechanisms to extend age restrictions to users of online gaming platforms such as Roblox to enhance safety, particularly for children.

Communications minister Fahmi Fadzil said the move followed concerns that such platforms were being used by extremist groups to recruit children, as highlighted by Ayob Khan Mydin Pitchay, a former deputy inspector-general of police.

“My discussions with Roblox, for example, since last year have shown that they are willing to cooperate. The issue may simply be one of user verification and age verification.

“Ayob also mentioned that this involved minors. So, MCMC is currently imposing age restrictions on social media users, and we will examine the suitability of extending digital identity verification and age verification to platforms such as Roblox,” he said.

He was speaking at a press conference after witnessing the exchange of documents for RM5.2 billion in financing for Digital Nasional Bhd (DNB).

Fahmi said the government, through the National Security Council, was also monitoring the platform.

Yesterday, Ayob revealed that children as young as 12 were being recruited by extremists through online games such as Roblox.

He said extremists would befriend children on gaming platforms before inviting them to join private groups where they would be taught to carry out attacks.

Roblox itself has introduced age-based account systems for users below 16, namely Roblox Kids for children aged five to eight and Roblox Select for those aged nine to 15.

The system was launched globally last June, with content and communication controls tailored to different age groups.

For users aged five to eight, access is restricted to games with minimal or mild content, while communication features are disabled by default.

Users aged nine to 15 use Roblox Select accounts, which allow access to content of up to a moderate level, with age-appropriate communication controls and parental settings.

Users aged 16 and 17 who pass age checks can access more mature content, including games rated 16+, while those aged 18 and above can access restricted games after completing age verification.

RM5.2 billion financing to strengthen DNB

Fahmi said the RM5.2 billion in financing for DNB was expected to strengthen the company’s financial position, thereby supporting the continuity of its operations and the development of the country’s 5G network.

He said the achievement reflected the banking sector’s confidence in DNB’s future, as well as the importance of telecommunications infrastructure in driving the country’s digital economy.

He said the 5G network, which now covers 82.4% of populated areas, must continue to be supported to meet the needs of industries and consumers.

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