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Epic CEO Criticizes EU Plan to Ban Social Media for Under-13s

By Tech Desk · 2026-09-17 · 3 min read
A colorful plastic toy block sitting on a wooden table next to a paintbrush
Illustration: Tradingbird

Tim Sweeney argues that the new EU regulations will hinder digital creativity, while critics point to significant enforcement challenges.

Tim Sweeney, the chief executive of Epic Games, has voiced strong opposition to a new European Union proposal that would restrict online access for young people. The regulation, known as the KIDS Act, aims to impose a complete ban on social media accounts for children under the age of 13. Sweeney describes the move as harmful to the next generation, arguing that it will stifle the natural development of creativity and self-expression in a digital age.

The proposed law represents a significant shift in how the EU handles online safety for minors. It does not just target traditional social networks but also extends to video sharing platforms, online games, and AI chatbots. The goal is to ensure that digital spaces are safe by design, placing the burden of proof on tech companies rather than parents or users. However, the industry reaction has been mixed, with concerns raised about both the practical enforcement and the broader impact on digital culture.

The Act Creates Tiered Access

Under the KIDS Act, the approach to digital access is gradual rather than absolute. While under-13s are barred from standard social media, they can access specific child-friendly video services through a parent’s account. Between the ages of 13 and 15, users can have accounts, but these must be supervised by a guardian and feature limited functionality and screen time restrictions. Only when a user reaches 15 can they create an autonomous account without parental consent, though the law still emphasizes the importance of guidance during this stage.

This tiered system is designed to mirror real-world developmental milestones. The legislation explicitly exempts certain services, such as online encyclopedias, educational platforms, and digital news outlets, ensuring that access to information and learning tools remains unrestricted. The EU argues that this method provides a balanced framework that protects children while allowing them to gradually engage with complex digital environments as they mature.

Sweeney Cites Creative Freedom

Sweeney’s primary objection centers on the role of games and apps as creative tools. He compares modern digital platforms to historical pastimes like painting or building tree forts, suggesting that they are fundamental outlets for human expression. In his view, restricting access to these platforms removes a key avenue for young people to develop skills and creativity. He warns that politicians are effectively taking away tools that are currently within everyone’s reach.

According to gaming industry news reported by GN auto tech/gaming, the debate highlights a fundamental tension between safety and freedom. Sweeney believes that the current digital landscape allows for unprecedented creative agency, and that removing this agency at a young age is detrimental. He suggests that the industry is being unfairly targeted despite the fact that many of these platforms offer robust creative modes that encourage building and problem-solving.

Enforcement Remains a Major Challenge

Beyond the philosophical debate, there are practical concerns about how this law will be implemented. Critics note that age verification is inherently difficult and raises significant privacy issues. Requiring users to prove their age to access digital services could lead to data breaches or the collection of sensitive personal information. Furthermore, the law must still pass through the European Parliament and Council, meaning it is not yet final and remains subject to legislative changes.

Observers point out that similar restrictions have been enacted in Australia and the UK, but the global impact of digital platforms makes universal enforcement nearly impossible. The catch is that while the intention is to protect children, the mechanisms required to verify age may create new security vulnerabilities. As the legislative process continues, the tech industry and privacy advocates are closely watching how the EU balances these competing risks.

Based on reporting by PC Gamer, compiled by the Tradingbird desk.

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