As of December 2024, gaming company Roblox Corporation reported that 20 percent of Roblox games users worldwide were aged from nine to 12 years. Additionally, 20 percent of Roblox games users were under the age of nine. Only 19 percent of Roblox audiences were aged 25 years and older. Roblox gamer demographics With more than four in ten Roblox gamers being 12 years old or younger, Roblox has managed to target a specific user demographic. In contrast, three-quarters of adult U.S. gamers aged 18 to 34 did not play Roblox games, and this share of non-usage only increased with age. Additionally, over half of Roblox users were male, and eight in ten of Roblox users signed up for the platform via mobile. Roblox engagement across the entire family In the fourth quarter of 2024, gamers aged 13 years and older generated 12 billion hours worth of engagement with Roblox games, compared to 6.6 billion hours by younger players. Among children in the United States, 21 percent of Roblox users spent more than ten hours per week on the gaming platform. Roblox games are also utilized as a family experience - among U.S. gamers who play Roblox and have kids who play Roblox, an October 2022 survey found that 27 percent of respondents spent six to ten hours per week playing with or watching their child play Roblox game experiences.
In the second quarter of 2025, gaming company Roblox Corporation had 39.7 million daily active users of Roblox games under the age of 13. This figure is up from the previous year's daily active user count of 32.4 million in the same age group. The Roblox Corporation is a video game development company based in the United States and was founded in 2006.
What are the most played video games among Norwegian boys aged 11 to 12 years? Over half of boys interviewed stated to play the royal battle game Fortnite most in 2020. The sandbox game Minecraft was second most popular. Other popular video games among boys in this age group included FIFA, the gaming app Roblox, and Grand Theft Auto (GTA).
As of the second quarter of 2025, gaming company Roblox Corporation had over 111.8 million daily active users of Roblox games worldwide. This figure represents a 41 percent increase from the corresponding quarter of the previous year. Roblox DAU has grown significantly since the beginning of 2020, when the global COVID-19 pandemic started to spread. Since then, the company has managed to retain and even increase its newly won audiences. Who are the Roblox users? Due to its colorful look and popularity among young gaming audiences, Roblox is often perceived as being just for children. Up until mid-2021, this was correct, as up until that point, the majority of Roblox gamers were aged 13 years or under. However, as of the first quarter of 2025, about 61 million Roblox gamers are aged 13 years or above, compared to 29.7 million younger users. According to the company, Roblox’s fastest-growing demographic are users aged 17 to 24 years, highlighting the platform’s efforts in attracting a wider audience. Building a Roblox for the future... is easier said than done Roblox generates nearly all of its revenues via sales of its own digital currency, Robux. The aging up of its audience is a vital factor in Roblox’s continued monetization strategy, as children under 13 years are not an addressable ad audience. Subsequently, in order to expand its advertising business to diversify its revenue streams, Roblox needs a bigger addressable ad audience. This is particularly relevant in context with Roblox’s metaverse ambitions which aim to foster stronger relationships with brands in the digital advertising space.However, by trying to tap into older gaming audiences, Roblox puts itself into direct competition with other online gaming developers that focus on the 13+ audience. Additionally, the company has been criticized for insufficient content moderation and user safety features, which have led to users experiencing inappropriate content or in-game harassment on the Roblox gaming platform.
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The casual brain game market is experiencing robust growth, driven by the increasing popularity of mobile gaming, the rise of casual gaming communities, and the expanding accessibility of smartphones and tablets. The market's user base is diverse, spanning across all age groups and demographics, attracted by the simple yet engaging gameplay and the readily available options for short bursts of entertainment. Considering industry trends and the success of established players like Arkadium, Microsoft, and Nintendo in this space, we can estimate a 2025 market size of approximately $2.5 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This growth is fueled by continuous innovation in game mechanics, the integration of social features encouraging competitive play and sharing, and the expansion into new platforms like virtual reality and augmented reality. Furthermore, the market is segmented by various game genres (e.g., puzzle, word, trivia), platforms (mobile, PC, console), and regions. While mobile gaming currently dominates, the expansion into other platforms presents significant opportunities. The market faces some restraints, including market saturation in certain segments and the need for continuous content updates to maintain player engagement. However, the ongoing development of innovative gameplay, attractive monetization strategies, and the persistent demand for accessible and enjoyable entertainment position the casual brain game market for sustained growth in the coming years, projecting a market value exceeding $7 billion by 2033.
A March 2024 survey found that more than three in ten adults in the United States who played video games on any platform were also aware of platforms that allowed users to generate their own virtual content for video games. Especially young gamers aged 18 to 34 years were aware of user-generated gaming content. A popular example for such a platform is Roblox, which allows content creators to make money through the gaming experiences they make.
What are the most played video games among Norwegian girls aged 11 to 12 years? Almost half of girls interviewed stated to use the game creating system Roblox most in 2020. The sandbox game Minecraft was second most popular. Other popular video games among girls in this age group included Fortnite, The Sims, as well as the gaming app Hay Day.
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The children's educational toys market is experiencing robust growth, driven by increasing parental awareness of the importance of early childhood development and the rising adoption of technology-integrated learning solutions. The market, estimated at $50 billion in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 7% from 2025 to 2033, reaching approximately $85 billion by 2033. This expansion is fueled by several key trends, including the integration of digital technologies like augmented reality (AR) and virtual reality (VR) into toys, the growing popularity of STEM-focused toys promoting science, technology, engineering, and mathematics skills, and the increasing demand for personalized learning experiences tailored to individual child's needs and learning styles. The market is segmented by product type (puzzles, building blocks, interactive learning systems, etc.), age group (preschool, elementary school, etc.), and distribution channel (online, retail stores, etc.). Leading players like Roblox, Ubisoft, and Nintendo are leveraging their established brands and technological expertise to capture significant market share, while smaller companies focus on niche segments or innovative product designs. However, market growth faces some constraints, including fluctuating raw material prices impacting production costs and concerns regarding screen time and the potential over-reliance on technology in early childhood education. Despite these challenges, the long-term outlook for the children's educational toys market remains positive. The increasing adoption of educational apps and online learning platforms, coupled with the continuous innovation in toy design and functionality, will continue to drive market growth. Furthermore, government initiatives promoting early childhood education and the rising disposable incomes in developing economies contribute to the market's overall expansion. The competitive landscape is dynamic, with established players facing competition from both large multinational corporations and smaller, specialized companies offering unique and engaging products. Strategic alliances, acquisitions, and product innovations will play a crucial role in shaping the future of the market. Success in this sector will require a focus on product quality, innovative design, effective marketing, and a deep understanding of the evolving needs and preferences of both parents and children.
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The early childhood education toys market is experiencing robust growth, driven by increasing awareness of the importance of play-based learning and rising disposable incomes in developing economies. The market size in 2025 is estimated at $15 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 7% from 2025 to 2033. This growth is fueled by several key trends, including the integration of technology into educational toys, a rising demand for STEM-focused toys, and the growing popularity of personalized learning experiences. Parents are increasingly seeking toys that not only entertain but also stimulate cognitive development, creativity, and problem-solving skills. The market is segmented by product type (e.g., building blocks, puzzles, interactive learning games, educational apps), age group, and distribution channel (online vs. offline). Leading players like Kiddesigns, Discovery Toys, and Microsoft are leveraging technological advancements to create innovative and engaging products. However, factors like fluctuating raw material prices and the increasing prevalence of screen time pose challenges to market growth. The forecast period of 2025-2033 promises continued expansion, with a projected market value exceeding $25 billion by 2033. This expansion will be fueled by the continuous development of innovative learning toys incorporating augmented reality (AR) and virtual reality (VR) technologies. Furthermore, the increasing focus on early childhood education policies globally, along with parental willingness to invest in their children's development, will propel this growth. Nevertheless, maintaining product safety standards and addressing concerns regarding potential screen time addiction will remain crucial for sustained market success. Competitive intensity among established players and emerging innovative brands will also shape the market landscape in the coming years.
In 2023, Roblox had the highest engagement among children aged between seven and nine in the United States. App users in this age group dedicated 137 minutes per day on average to the gaming app. YouTube followed in second place, as U.S. kids spent an average of 103 minutes each day on the video app. Despite their popularity among young children during the same examined period other apps like X (formerly Twitter) and Reddit had an engagement time of less than 10 minutes per day.
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As of December 2024, gaming company Roblox Corporation reported that 20 percent of Roblox games users worldwide were aged from nine to 12 years. Additionally, 20 percent of Roblox games users were under the age of nine. Only 19 percent of Roblox audiences were aged 25 years and older. Roblox gamer demographics With more than four in ten Roblox gamers being 12 years old or younger, Roblox has managed to target a specific user demographic. In contrast, three-quarters of adult U.S. gamers aged 18 to 34 did not play Roblox games, and this share of non-usage only increased with age. Additionally, over half of Roblox users were male, and eight in ten of Roblox users signed up for the platform via mobile. Roblox engagement across the entire family In the fourth quarter of 2024, gamers aged 13 years and older generated 12 billion hours worth of engagement with Roblox games, compared to 6.6 billion hours by younger players. Among children in the United States, 21 percent of Roblox users spent more than ten hours per week on the gaming platform. Roblox games are also utilized as a family experience - among U.S. gamers who play Roblox and have kids who play Roblox, an October 2022 survey found that 27 percent of respondents spent six to ten hours per week playing with or watching their child play Roblox game experiences.