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.
A March 2024 survey found that 19 percent of adult gamers in the United States aged 18 to 34 years played Roblox. Among the general gaming population, about 14 percent played on the creative gaming platform.
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 strategy game market is experiencing robust growth, driven by increasing smartphone penetration, the popularity of mobile gaming, and the rising demand for easily accessible yet engaging gameplay. The market's value in 2025 is estimated at $2.5 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This growth is fueled by several key trends, including the increasing integration of social features within games, the rise of esports in casual gaming, and the continuous innovation in game mechanics and monetization strategies. The market's accessibility, coupled with its diverse appeal across age groups and demographics, contributes to its expansive growth potential. Major players like Arkadium, Microsoft, Creatiosoft, Nintendo, Roblox, and Ubisoft are heavily invested in developing and distributing casual strategy games, further boosting market competition and innovation. While the market faces restraints like increasing competition and the potential for market saturation in specific segments, the ongoing development of new game mechanics, the introduction of augmented reality (AR) and virtual reality (VR) elements, and the expansion into emerging markets are expected to offset these challenges. The segmentation of the market across various platforms (mobile, PC, console) and game genres within the casual strategy umbrella also presents opportunities for focused growth and targeted marketing strategies. The forecast period of 2025-2033 promises significant expansion for the casual strategy game market, making it an attractive sector for investment and development.
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The casual brain game market is experiencing robust growth, driven by increasing smartphone penetration, readily available internet access, and a rising demand for easily accessible entertainment options. The market's value in 2025 is estimated at $10 billion, projecting a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This expansion is fueled by several key factors: the development of engaging and innovative game mechanics, the integration of social features encouraging player interaction and competition, and the rise of mobile gaming platforms offering broader accessibility. Furthermore, the market benefits from a diverse player base spanning age groups and demographics, making it a particularly resilient sector. Major players such as Arkadium, Microsoft, Creatiosoft, Nintendo, Roblox, and Ubisoft are actively contributing to this growth through strategic acquisitions, continuous game updates, and targeted marketing campaigns. However, the market faces certain restraints. Increasing competition among developers necessitates continuous innovation and quality improvements to maintain a competitive edge. The monetization strategies employed, such as in-app purchases and advertising, need careful balancing to avoid alienating players. Fluctuations in consumer spending due to economic downturns could also impact market growth. Despite these challenges, the overall outlook for the casual brain game market remains positive, with significant potential for expansion across diverse geographical regions and platforms. The increasing adoption of cloud gaming services and the integration of augmented reality (AR) and virtual reality (VR) technologies are poised to further fuel market growth in the years to come. Segmentation analysis reveals a strong preference for puzzle-based games and those incorporating elements of strategy and problem-solving.
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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 2024 survey found that ** percent of the U.S. population aged 13-24 years played Roblox, up from ** percent in 2022 and ** percent in 2020. Among the overall population in the United States, ** percent played the online game.
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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.
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.
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.
Discord is a VoIP and communication platform that took off in 2015 among the gaming community first. As of April 2024, the most popular gaming community on the platform was the server for the popular Roblox game Blox Fruits with approximately 1.75 million members. The Discord server dedicated to Genshin Impact ranked second with 1.6 million members.
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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.