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Epic’s Tim Sweeney Warns EU KIDS Act Would Be ‘Terrible for the Next Generation of Humanity’

Epic's Tim Sweeney blasts the EU's KIDS Act, calling a social media ban for under-13s 'terrible for the next generation of humanity.'

By mitch·5 min read
A young child holds a smartphone beside a paintbrush and a small wooden fort, representing digital versus physical play.

Tim Sweeney, CEO of Epic Games, has weighed in on the EU’s new KIDS Act, and his response is blunt: he thinks it would be “terrible for the next generation of humanity.”

The act, announced today, aims to regulate social media, video sharing, online games, and AI chatbots across the EU. It would ban anyone under 13 from holding a social media account entirely. Older children could gain access gradually, with parental supervision, before gaining full control at 15.

Sweeney posted his objection to X ahead of the official announcement, calling the move a threat to creativity and expression.

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What the KIDS Act Actually Does

The EU KIDS Act, titled “Keeping Internet Digital Spaces Accountable and Trustworthy,” takes a layered approach to underage access. Under 13, no account at all — a complete ban. Between 13 and 15, accounts can exist but must be supervised by a guardian, with limited features and screen time. From 15 onward, minors can hold autonomous accounts without parental consent, though the act says “parental guidance remains essential during this stage.”

There is one loophole. Specially designed child-friendly video-sharing services can exist through a parent or guardian’s account. That carve-out applies to platforms built explicitly for younger viewers, not general social media.

The act covers far more than Instagram and TikTok. It reaches video-sharing platforms, online games, AI chatbots, app stores, and operating systems. Online encyclopedias, educational platforms, and digital news outlets are exempt.

Sweeney’s Paintbrush Argument

Sweeney framed the issue in creative terms. “The apps and games of today are the paintbrushes and tree forts of yesterday,” he wrote. He pointed to Fortnite’s Creative Mode and Roblox Studio as examples of tools now within reach of young users.

His broader point is that digital creation has replaced physical crafts for a generation of children. Take those tools away, he argues, and you strip young people of a form of expression that is central to how they learn and grow.

“This would be terrible for the next generation of humanity,” the Epic chief said on X.

The irony is plain. Paintbrushes and tree forts were never regulated by politicians the way digital creation is now being regulated. Sweeney is asking why politicians believe they can manage online creativity better than they managed physical creativity.

Why the Act Might Fail

The act’s stated goal is a “gradual approach” to social media use, which the article frames as “the digital equivalent of teaching kids to swim before throwing them into the lake.” That framing captures the intent: a slow introduction to online spaces rather than a sudden plunge.

But the article raises a practical concern. It notes that the act is a “potential security and privacy nightmare that’s difficult to enforce and may or may not achieve its stated goals anyway.”

There is also a question about who benefits. The article points out that “it’s not as if pre-teens will be reduced to cave painting and hitting each other with rocks if they’re suddenly no longer able to generate content for billionaires.” That framing suggests the act might protect corporate profits more than it protects children.

What Comes Next

The KIDS Act is not law yet. It has been submitted to the European Parliament and Council, where it enters the legislative process required for approval.

Australia, the UK, and some US states have already enacted social media bans for kids and online age verification requirements. The article expects the act to pass soon.

A Personal Note on Creativity

The writer of the article admits agreement with Sweeney’s broader stance, even while noting the security and privacy risks. The argument is not about dulled creative instincts — it is about whether the act achieves anything at all.

The article also draws attention to a wider pattern. Social media affects adult brains as efficiently as it affects young ones, and the act addresses only part of the problem.

Stage Age Account Status Supervision
Ban Under 13 None allowed N/A
Supervised 13–15 Allowed Required
Autonomous 15+ Allowed Optional

Who Said What

Ursula von der Leyen, EU president, offered a different view in her statement. “Today, our children are engaging with the most sophisticated technologies ever created. Technology that was never created with their wellbeing in mind,” she said.

Her statement emphasizes parental control. She puts parents back in the driving seat, giving them tools to help their children navigate a safer online world.

Sweeney’s framing puts creativity at the center. His comparison of digital tools to paintbrushes and tree forts is a rhetorical move meant to protect what he sees as a natural human instinct.

Final Word

The KIDS Act is a serious attempt to reshape the internet for children. It is also a political act, and politics rarely produces elegant solutions.

Sweeney’s objection is personal and direct. He runs a company whose products sit squarely in the crosshairs. Fortnite and Roblox are not abstract harms — they are the paintbrushes and tree forts of today, and he wants to keep them in young hands.

The act will likely pass. The question is whether it changes anything meaningful once it does.

  1. The EU submits the KIDS Act to Parliament and Council.
  2. The act enters the legislative process.
  3. The act becomes law, barring a veto or rejection.
  4. The act takes effect.

Sweeney’s position is clear. The next generation deserves to create, express themselves, and learn online.

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