Sway team docs

Gaming data integration analysis. Internal working document.

This password is a deterrent, not protection. GitHub Pages has no server-side authentication. This page is publicly reachable and its full text reached your browser before this prompt appeared.

What these platforms are

How children actually use Twitch and Roblox, the specific risks each carries, and why a Sway parent should care.

The short version

Roblox is a social space that happens to contain games, dominant among 8–14s, where the risk is contact and spend. Twitch is long-form passive viewing of a handful of adults, skewing older, where the risk is influence and DMs. Neither fits Sway's existing content-classification model.

The scale

97%
of UK 8–17s play online games
61%
of UK 8–14s reached by Roblox monthly
53%
of child gamers spend money in-game
2h59
average daily online time, UK 8–14

Confirmed Ofcom, Children and parents: media use and attitudes, June 2025. Twitch's 13–17 share is ~11% Likely — Twitch does not publish this.

Roblox

It is not a game

Roblox is a platform of user-generated games ("experiences"), plus an identity, a chat network, a virtual currency and a marketplace. A child does not "play Roblox" the way they play FIFA — they move between thousands of independently authored experiences, each with its own rules, social space and moderation quality.

One session "1h on Roblox" Adopt Me!own chat · own mods Brookhaven RPown chat · own mods Unrated horror gameown chat · own mods What Sway can measure The container only — "Roblox, 1 hour". Never which experience, never the chat inside it.
Three consequences follow: the interesting data lives inside a third-party developer's server, content maturity varies wildly per experience, and "played Roblox for 1h" tells a parent almost nothing.

How children actually use it

  • Social-first. For many children it is a hangout that happens to have games in it. Time-on-platform is closer to a voice call with a shared activity than to a gaming session.
  • Long, unbounded sessions. No natural stopping point — which is why parents report screen-time conflict here more than anywhere else.
  • Constant experience-switching. A one-hour session may touch six experiences.
  • Spend is normalised. Robux is pocket money, gift and status currency at once. Children spend without a felt sense of spending real money.
  • Voice chat is increasingly present for age-verified users — and essentially unobservable to us.

The risks

RiskWhat it looks likeCan Sway see it?
Grooming and adult–child contact Contact begins in-experience or in DMs, then moves to Discord or Snapchat where moderation does not follow No
The off-platform jump The predator's goal is to move the child somewhere with no logging No — the most valuable signal, the hardest to get
Unknown "friends" Friend lists accumulate accounts the parent has never heard of No — cookie-only endpoints
Spend and manipulation Limited-time offers, loot-box mechanics, peer pressure No — guardian can set limits in Roblox itself
Age-inappropriate experiences Horror, gambling simulators, "condo" games evading moderation No — requires a play history that does not exist
Screen time and displacement Unbounded sessions, late-night play Partly — on-device only, mobile only
Documented harm, and none of it observable

Roughly 148 actions were consolidated in MDL No. 3166 as at April 2026 alleging grooming and exploitation originating on the platform Likely. Iowa (Jan 2026) and Arkansas (Jun 2026) filed state actions. Every one of those harms runs through chat and contact — the two things no third party can see.

Roblox has already built this

Parental controls, content maturity settings, spend limits, age estimation and a parent dashboard all exist. That means the data exists and is shown to parents — and that Roblox has no commercial reason to expose it. See the Roblox capability page.

Twitch

Broadcaster-centric by design

Twitch is live streaming, predominantly gaming, with an intense real-time chat culture. The child is overwhelmingly a viewer, not a broadcaster. Amazon-owned, stated 13+ minimum age, centre of gravity 18–24.

The structural fact that determines everything: Twitch's API is built to let a streamer instrument their own channel. A viewer's own account has a thin data surface, and the rich telemetry belongs to channels we will never have authorisation for.

How children actually use it

  • Passive, long-form viewing, often as a second screen, often for hours
  • Parasocial attachment to individual streamers — exposure is determined by which handful of people they follow, not by an algorithm
  • Chat as ambient participation — reading far more than posting
  • Following, not subscribing. Paid subs and Bits need payment details, which is a gate
  • Discovery via clips on TikTok and YouTube Shorts — meaning Sway may already see the downstream half of this behaviour through existing integrations

The risks

RiskWhat it looks likeCan Sway see it?
Streamer as unvetted influence One adult with a parasocial hold, unmoderated for hours Yes — follows are the best available signal
Whispers (DMs) Direct contact from adults; the same grooming pattern as Roblox Yes — received only, real-time, no history
Mature content Gambling and slots streams are a live concern Partly — of channels followed, not watched
Chat exposure Fast, unmoderated-in-practice chat in large channels Partly — needs a connection per child
Late-night viewing Streams run on US hours; UK children watch at 2am Partly — device-level only
SpendBits, gifted and self-purchased subs No — no balance or purchase endpoint
Off-platform jumpStreamer Discords are where contact risk lives No

What this means for the product

Both platforms are weighted toward stated preference and account posture and away from live behaviour and conversation. We are likely to be good at who they follow, what they have chosen, how their account is configured, and how that changes over time — and structurally poor at conversation, precise session boundaries, anything inside a third-party experience, and anything on the platform they jumped to.

Four design consequences
  1. Absence must be designed, not hidden. "Roblox does not make this available to any third-party app" is a legitimate thing to render, and more honest than an empty card.
  2. Change beats volume. Since we cannot show conversation, the differentiated signal is delta: a new unknown friend, a first mature experience, a settings change, a spend spike.
  3. Sessions are not scroll. Gaming data is bounded and episodic. This is the one place the existing layout must genuinely evolve rather than be reskinned.
  4. Spend deserves its own treatment — even if that treatment is explaining why it is unavailable.