15 datasets found
  1. Roblox games global DAU as of Q2 2025

    • statista.com
    Updated Aug 1, 2025
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    Statista (2025). Roblox games global DAU as of Q2 2025 [Dataset]. https://www.statista.com/statistics/1192573/daily-active-users-global-roblox/
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    Dataset updated
    Aug 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  2. Roblox games global DAU as of Q2 2025, by age group

    • statista.com
    Updated Aug 1, 2025
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    Statista (2025). Roblox games global DAU as of Q2 2025, by age group [Dataset]. https://www.statista.com/statistics/1190309/daily-active-users-worldwide-roblox/
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    Dataset updated
    Aug 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  3. Roblox games global DAU as of Q1 2025, by region

    • statista.com
    Updated May 5, 2025
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    Statista (2025). Roblox games global DAU as of Q1 2025, by region [Dataset]. https://www.statista.com/statistics/1192586/daily-active-users-global-roblox-region/
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    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    As of the first quarter of 2025, gaming company Roblox Corporation had over 19.7 million daily active users of Roblox games in the United States and Canada. In the same quarter, there were 23.6 million daily active users in Europe. The Roblox Corporation is a video game developing company based in the United States, and was founded in 2006.

  4. Roblox games user engagement worldwide as of Q1 2025

    • statista.com
    Updated May 5, 2025
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    Statista (2025). Roblox games user engagement worldwide as of Q1 2025 [Dataset]. https://www.statista.com/statistics/1192663/user-engagement-global-roblox-games/
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    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    During the first quarter of 2025, gaming company Roblox Corporation accumulated over 21.7 billion hours worth of global user engagement with Roblox games. This figure is up from 18.7 billion hours in the previous quarter.

  5. Roblox most popular games 2025

    • statista.com
    Updated Jul 31, 2025
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    Statista (2025). Roblox most popular games 2025 [Dataset]. https://www.statista.com/statistics/1220905/roblox-most-visited-games/
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    Dataset updated
    Jul 31, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2025
    Area covered
    Worldwide
    Description

    Town RPG Brookhaven was the most popular Roblox game of all time, with over 69 billion visits as of July 2025. Second-ranked, anime-inspirited Blox Fruits amassed 52.9 billion visits, respectively. Smash hit Grow a Garden was released in March 2025 and has been breaking user records since its release. The farming simulator already ranked sixth among the most-visited Roblox games of all time, three months after release. Grow a Garden was the fastest experience on Roblox to reach one billion total visits on the platform, a feat the game achieved in its first 33 days. What is Roblox? Roblox is a free-to-play (F2P) online gaming platform that offers user-generated gaming content and other immersive virtual experiences. Initially released for PC in 2006, the platform is now also available for mobile devices and Xbox One and draws millions of players from across the globe each day. The daily user count for Roblox games reached 88.9 million active players during the third quarter of 2024, and user engagement on Roblox is high. A new social hangout in times of COVID-19 While online games are the beating heart of the Roblox platform, and over half of U.S. kids and teens under the age of 16 played the game by mid-2020, the service has also branched out into other forms of online entertainment. For example, Roblox recently introduced private virtual spaces for users to hold meetups, social gatherings, and even birthday parties amid national lockdowns. Young audiences also flock to the platform for virtual concerts and fan meetups as Roblox continues to evolve its live music event portfolio.

  6. Roblox user distribution worldwide 2024, by age group

    • statista.com
    Updated Jul 16, 2025
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    Statista (2025). Roblox user distribution worldwide 2024, by age group [Dataset]. https://www.statista.com/statistics/1190869/roblox-games-users-global-distribution-age/
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    Dataset updated
    Jul 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Dec 31, 2024
    Area covered
    Worldwide
    Description

    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.

  7. U.S. children daily time on gaming apps 2019-2024

    • statista.com
    Updated Apr 11, 2025
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    Statista (2025). U.S. children daily time on gaming apps 2019-2024 [Dataset]. https://www.statista.com/statistics/1249021/us-time-spent-by-children-on-gaming-apps/
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    Dataset updated
    Apr 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2024, children and teenagers in the United States spent an average of 152 minutes playing Roblox games via their mobile devices. By comparison, weekly engagement levels with Minecraft app among players aged 18 and younger decreased from 48 daily minutes in 2023 to 40 minutes in 2024.

  8. b

    Most Popular Mobile Games (2025)

    • businessofapps.com
    Updated Jul 29, 2025
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    Business of Apps (2025). Most Popular Mobile Games (2025) [Dataset]. https://www.businessofapps.com/data/most-popular-mobile-games/
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    Dataset updated
    Jul 29, 2025
    Dataset authored and provided by
    Business of Apps
    License

    Attribution-NonCommercial-NoDerivs 4.0 (CC BY-NC-ND 4.0)https://creativecommons.org/licenses/by-nc-nd/4.0/
    License information was derived automatically

    Description

    Mobile games make up the majority of video games released each year, with thousands of new additions to the Apple App Store and Google Play Store every year. By the mid-2010s, mobile games had...

  9. M

    Meta-Universal Technology Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Apr 29, 2025
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    Data Insights Market (2025). Meta-Universal Technology Report [Dataset]. https://www.datainsightsmarket.com/reports/meta-universal-technology-1501347
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Apr 29, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The Meta-Universal Technology market is experiencing robust growth, driven by increasing adoption of virtual and augmented reality (VR/AR) technologies across diverse applications. The market, estimated at $50 billion in 2025, is projected to expand significantly over the next decade, fueled by a Compound Annual Growth Rate (CAGR) of 25%. Key application segments include gaming, social interaction, virtual meetings, and content creation, each contributing substantially to market expansion. The mobile side currently dominates the market share, but PC-based applications are witnessing rapid growth, driven by advancements in computing power and more affordable VR/AR hardware. Major players such as Roblox, Facebook (Meta), Microsoft, Unity, Epic Games, and Tencent are heavily invested in developing and refining Meta-Universal technologies, fostering innovation and competition. The North American market holds a significant share, followed by Asia-Pacific, driven by high internet penetration and a large user base. However, Europe and other regions are also exhibiting strong growth potential. Market restraints include the high cost of VR/AR hardware and software, the need for robust infrastructure to support immersive experiences, and potential concerns about data privacy and security. Nonetheless, ongoing technological advancements, falling hardware prices, and growing user acceptance are expected to mitigate these challenges. The market's future growth trajectory depends largely on further technological breakthroughs, improved user experience, and wider accessibility across different demographics and geographic locations. The ongoing development of more sophisticated VR/AR experiences, coupled with increasing integration of these technologies into everyday life, will be instrumental in shaping the market's future. The market is expected to see a shift towards more integrated and interoperable platforms, enabling seamless transitions between different virtual and physical environments.

  10. UK children daily time on gaming apps 2019-2024

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). UK children daily time on gaming apps 2019-2024 [Dataset]. https://www.statista.com/statistics/1248927/uk-time-spent-by-children-on-gaming-apps/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, children and young teens in the United Kingdom spent on average around *** minutes per day playing ****** on their mobile devices, almost double the amount of time spent on the platform than in 2019. By comparison, ********* players under 18 years decreased their in-app gaming time from ** minutes in 2023 to ** minutes in 2024.

  11. Roblox games global DAU as of Q1 2025

    • statista.com
    Updated Mar 15, 2025
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    Jessica Clement (2025). Roblox games global DAU as of Q1 2025 [Dataset]. https://www.statista.com/topics/8016/covid-19-impact-on-the-gaming-industry-worldwide/
    Explore at:
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    As of the first quarter of 2025, gaming company Roblox Corporation had over 97.8 million daily active users of Roblox games worldwide. This figure represents a 26 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.

  12. Average spend on video games by Roblox players 2023, by content type

    • statista.com
    Updated Jun 10, 2024
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    Statista (2024). Average spend on video games by Roblox players 2023, by content type [Dataset]. https://www.statista.com/statistics/1472096/average-game-expenditure-roblox-players/
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    Dataset updated
    Jun 10, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the second quarter of 2023, Roblox players spent an average of 137 U.S. dollars on game-related purchases in the past three months. Surveyed users spent the most on digital full game purchases, amounting to an average of 32.4 U.S. dollars, followed by in-game spending and physical new game purchases. Only 12.5 U.S. dollars were spent on paid expansions for existing new games.

  13. Leading Android core gaming apps worldwide 2024, by DAU

    • statista.com
    Updated Mar 24, 2025
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    Statista (2025). Leading Android core gaming apps worldwide 2024, by DAU [Dataset]. https://www.statista.com/statistics/1497888/android-core-gaming-apps-dau/
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    Dataset updated
    Mar 24, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 2024
    Area covered
    Worldwide
    Description

    In August 2024, Roblox was the most popular core gaming app on Android with approximately 98 million daily active users (DAU). Free Fire Max ranked second with more than 46 million DAU.

  14. Frequency of playing online games in Vietnam 2022, by age

    • statista.com
    Updated Aug 8, 2025
    + more versions
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    Statista (2025). Frequency of playing online games in Vietnam 2022, by age [Dataset]. https://www.statista.com/statistics/1118076/vietnam-frequency-of-online-gaming-by-age/
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    Dataset updated
    Aug 8, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 14, 2022 - Apr 30, 2022
    Area covered
    Vietnam
    Description

    According to a survey by Rakuten Insight on online gaming in 2022, about ** percent of Vietnamese respondents aged between 25 to 34 years stated that they played online games daily. In the same survey, the majority of online gamers indicated that *** gaming session lasted between *** to *** hours.

  15. Leading Android gaming apps worldwide 2025, by downloads

    • statista.com
    Updated Jul 3, 2025
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    Statista (2025). Leading Android gaming apps worldwide 2025, by downloads [Dataset]. https://www.statista.com/statistics/688372/leading-mobile-games-google-play-worldwide-downloads/
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    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2025
    Area covered
    Worldwide
    Description

    In June 2025, Roblox was the most-downloaded gaming app in the Google Play Store worldwide. The creative gaming platform generated more than 21.28 million downloads from Android users. Block Blast! was the second-most popular gaming app title with approximately 19.9 million downloads from global users.

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Statista (2025). Roblox games global DAU as of Q2 2025 [Dataset]. https://www.statista.com/statistics/1192573/daily-active-users-global-roblox/
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Roblox games global DAU as of Q2 2025

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17 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Aug 1, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

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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