SAIMSARA Journal

Machine Generated Science • ISSN 3054-3991

Roblox, Minecraft, and Fortnite in Education, Child Safety, and Metaverse Commerce: Scoping Review with ☸️SAIMSARA.

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Digital Health

Issue 3, Volume 1, 2026

DOI: 10.62487/saimsaraa6021d78

Editorial note
• Last update: 2026-05-18 21:56:23
What is this paper about
Roblox, Minecraft, and Fortnite are no longer just games — this evidence map shows how they function as learning spaces, social-development environments, advertising channels, and child-safety risk zones at the same time. Built from 46 references, 32 original studies, and 13,812 participants/sample observations, the full map helps readers separate measurable educational and social benefits from monetization, harmful-content, harassment, and gaming-disorder concerns.
Human-verified editorial review Verified by World ID proof-of-human. This editorial layer was submitted from a SAIMSARA account verified as a unique human.

Video summary generated from this ☸️SAIMSARA evidence map. Full reference-linked paper and evidence JSON are available after purchase.


Abstract: To synthesize existing research on the socio-technical, educational, and safety dimensions of the Roblox, Minecraft, and Fortnite platforms across diverse global populations and laboratory settings. The review uses 46 references and builds its evidence map from 32 original studies with 13812 total participants/sample observations (topic-deduplicated ΣN). Across this scoping map, Roblox, Minecraft, and Fortnite emerge as dual-use developmental environments where measurable gains in language, social, and ICT learning coexist with substantive safety and monetization risks for young users. The dominant signal indicates that benefits—such as improved primary-school science outcomes under metaverse-based learning and strong associations between play intensity and adolescent social-skill development—are conditional on platform design choices aligned with children's developmental needs. At the same time, evidence highlights predatory monetization, harmful-content exposure, and clinical visibility in gaming-disorder cohorts as recurring concerns. These findings support a role for developmentally informed safety features, transparent monetization, and pedagogically intentional integration rather than blanket restriction. Future research should prioritize longitudinal, platform-disaggregated studies that test whether design-level interventions can preserve learning and social benefits while reducing harm exposure.

Keywords: Metaverse platforms; Sandbox games; Digital literacy; Predatory monetization; Social presence; Avatar customization; Linguistic proficiency; Normative dissociation; Metaverse-based learning; Digital safety

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The full evidence review, including the Introduction, Methods, Results, Discussion, Conclusion, figures, and complete reference index, opens after purchase or sign-in. The Evidence Object JSON is a separate machine-readable evidence product: a concentrated synthesis of results, topic-level evidence, and discussion across original and non-original studies. It can be directly input into your LLM, agent, or RAG workflow.

Reference Index (46)