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.
In the first quarter of 2025, gaming company Roblox Corporation had over 36 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 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.
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.
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.
As of the first quarter of 2025, gaming company Roblox Corporation's daily active users had an average booking of 12.34 U.S. dollars on Roblox games. This figure is down from the average booking of 15.97 U.S. dollars in the previous quarter. The Roblox Corporation is a video game development company based in the United States and was founded in 2006.
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.
According to a study of iOS users in the United States, 17 percent of Roblox app audiences in the United States were weekly active users. Roblox is an online platform that allows users to program games and play games created by users. As of the fourth quarter of 2022, the platform counted more than 58.8 million daily active users. AR game Pokémon GO ranked second, with seven percent active user reach across the sample in the examined period.
Town RPG Brookhaven was the most popular Roblox game of all time, with over 67 billion visits as of June 2025. Second-ranked, anime-inspirited Blox Fruits amassed 52.4 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 ninth among the most-visited Roblox games of all time, three months after release. 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.
In 2024, children and young teens in the United Kingdom spent on average around 129 minutes per day playing Roblox on their mobile devices, almost double the amount of time spent on the platform than in 2019. By comparison, Minecraft players under 18 years decreased their in-app gaming time from 45 minutes in 2023 to 38 minutes in 2024.
As of January 2025, the United States accounted for 56 percent of global player spending on the Roblox mobile gaming app. Users in the United Kingdom generated five percent of player spending in the preceding 30 days. Roblox is one of the most popular mobile gaming apps worldwide.
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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...
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The Metaverse In E-commerce Market size was valued at USD 14.12 billion in 2023 and is projected to reach USD 233.48 billion by 2032, exhibiting a CAGR of 49.3 % during the forecasts period. The concept of metaverse in the context of e-commerce can thus be defined as a virtual actual environment enabled by the integration of augmented reality (AR) virtual reality (VR) and the internet. Some of the uses include improving the interaction between consumers and various products and brands with the help of facilities like shopping malls where people can touch and feel before they make their purchases. Some of the areas of use include, virtual shopping, virtual fitting, virtual expos, and sale of products on social networks in the context of the metaverse. Today’s trends include the use of blockchain for safer and secure purchases, the incorporation of artificial intelligence into shopping and the rise of virtual events and worlds. The market is fuelled by the need to offer new and engaging concepts of retail shares as well as by the strategic opportunities of potential customer segments, such as the millennials who are profoundly influenced by digital technologies, and the necessity for stores to impose themselves in the context of the increasingly active e-commerce environment. Recent developments include: In May 2023, Amazon.com Inc. launched Amazon Anywhere, a shopping feature that allows users to buy physical products from the e-commerce giant within metaverse environments, including video games and mobile apps. The service starts with integration into Niantic's augmented reality game, Peridot. This game showcases distinctive virtual pets driven by artificial intelligence (AI). Peridot simplifies the process of in-app purchases for various items. Players in the Peridot game can link their Amazon accounts to the game, enabling them to seamlessly purchase merchandise such as t-shirts while immersed in the augmented reality experience. , In December 2022, Forever 21 launched its inaugural fashion collection inspired by the Metaverse, the F21 Metaverse Collection, exclusively on Roblox. The collection includes hoodies and t-shirts intricately designed with elements drawn from the brand's virtual offerings. Forever 21 Shop City presented a limited-edition, tradable accessory collection on Roblox for the first time. , In November 2021, Nike, Inc. collaborated with Roblox to launch a virtual store, Nikeland, within the Roblox online gaming platform. In this virtual store, players can access Nike-designed structures, fields, and arenas to engage in various mini-games, including tag, dodgeball, and The Floor Is Lava. Users are allowed to enter a digital showroom, allowing them to outfit their avatars with a selection of Nike apparel and explore the company's latest product offerings. Nike also can tease upcoming products or enable users, particularly children, to contribute to creating new items. .
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.
In September 2022, Stumble Guys saw approximately **** thousand daily active users (DAU) via iPhone in Spain. The mobile app of gaming platform Roblox ranked second, with over ** thousand DAU, while Fishdom ranked third with almost ** thousand thousand DAU via iPhone is Spain during the examined month.
In January 2025, ************** was the leading PC game title based on number of monthly active users (MAU) worldwide. Battle royale game ******** placed second, and simulator heavyweight ********* was ranked third.
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.
In August 2024, Roblox was the most popular core gaming app on iOS with approximately 37 million daily active users (DAU). Honor of Kings ranked second with more than 28 million DAU.
In June 2022, Roblox was the iPhone mobile gaming app with the highest number of daily active users (DAU) in Norway. The creative gaming platform registered about 18 thousand DAU as of the survey period. Subway Surfers followed in second place with over 13 thousand daily active users.
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.
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.
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.