29 datasets found
  1. Roblox games global DAU as of Q1 2025, by age group

    • statista.com
    Updated May 5, 2025
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    Statista (2025). Roblox games global DAU as of Q1 2025, by age group [Dataset]. https://www.statista.com/statistics/1190309/daily-active-users-worldwide-roblox/
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    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  2. 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.

  3. Roblox games global DAU as of Q1 2025

    • statista.com
    Updated May 5, 2025
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    Statista (2025). Roblox games global DAU as of Q1 2025 [Dataset]. https://www.statista.com/statistics/1192573/daily-active-users-global-roblox/
    Explore at:
    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 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.

  4. Roblox games user engagement worldwide as of Q1 2025, by age group

    • statista.com
    Updated May 6, 2025
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    Statista (2025). Roblox games user engagement worldwide as of Q1 2025, by age group [Dataset]. https://www.statista.com/statistics/1190610/hours-engaged-users-worldwide-roblox/
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    Dataset updated
    May 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the first of 2025, gaming company Roblox Corporation had seen approximately 7.5 billion hours worth of user engagement by Roblox games users under the age of 13. This is an increase from the 6.6 billion total hours worth of user engagement from the same user group in the previous quarter.

  5. Roblox mobile player spending worldwide 2025, by region

    • statista.com
    Updated Jan 29, 2025
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    Statista (2025). Roblox mobile player spending worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/1376564/roblox-mobile-spending-share-country/
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    Dataset updated
    Jan 29, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    Worldwide
    Description

    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.

  6. Roblox Corporation global net loss as of Q1 2025

    • ai-chatbox.pro
    • statista.com
    Updated May 6, 2025
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    Statista (2025). Roblox Corporation global net loss as of Q1 2025 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F1190814%2Fconsolidated-loss-roblox-corporation-global%2F%23XgboDwS6a1rKoGJjSPEePEUG%2FVFd%2Bik%3D
    Explore at:
    Dataset updated
    May 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the first quarter of 2025, gaming company Roblox Corporation reported a consolidated net loss of over 216 million U.S. dollars. This figure is a decrease from the corresponding quarter of the previous year, when Roblox generated a net loss of more than 271 million U.S. dollars. The company has yet to report a positive business result.

  7. 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.

  8. Roblox most popular games 2025

    • statista.com
    Updated Jul 1, 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 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2025
    Area covered
    Worldwide
    Description

    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.

  9. Leading mobile games on Google Play Thailand 2025, by downloads

    • ai-chatbox.pro
    • statista.com
    Updated Jun 3, 2025
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    Statista Research Department (2025). Leading mobile games on Google Play Thailand 2025, by downloads [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstudy%2F102068%2Fmobile-internet-and-apps-in-thailand%2F%23XgboD02vawLYpGJjSPEePEUG%2FVFd%2Bik%3D
    Explore at:
    Dataset updated
    Jun 3, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Area covered
    Thailand
    Description

    As of February 2025, Roblox was one of the most downloaded mobile games on Google Play in Thailand, with a download volume of more than one billion times. Roblox is a mobile game published by Roblox Corporation.

  10. b

    Most Popular Mobile Games (2025)

    • businessofapps.com
    Updated May 4, 2023
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    Business of Apps (2023). Most Popular Mobile Games (2025) [Dataset]. https://www.businessofapps.com/data/most-popular-mobile-games/
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    Dataset updated
    May 4, 2023
    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...

  11. Global Roblox IAP revenue as of Q2 2025

    • statista.com
    Updated Jul 3, 2025
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    Statista (2025). Global Roblox IAP revenue as of Q2 2025 [Dataset]. https://www.statista.com/statistics/1376591/roblox-app-revenue/
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    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the second quarter of 2025, Roblox generated approximately 110.13 million U.S. dollars through in-app purchase revenues worldwide, down from around 243.12 million U.S. dollars in the preceding quarter. The app version of the creative gaming platform Roblox is one of the most popular mobile gaming titles worldwide.

  12. C

    Casual Strategy Game Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Jun 14, 2025
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    Archive Market Research (2025). Casual Strategy Game Report [Dataset]. https://www.archivemarketresearch.com/reports/casual-strategy-game-560054
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jun 14, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

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

    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.

  13. Leading iPad gaming app publishers in Canada 2025, by revenue

    • ai-chatbox.pro
    • statista.com
    Updated Feb 3, 2025
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    Statista (2025). Leading iPad gaming app publishers in Canada 2025, by revenue [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F691526%2Fleading-ipad-games-publishers-canada-revenue%2F%23XgboD02vawLZsmJjSPEePEUG%2FVFd%2Bik%3D
    Explore at:
    Dataset updated
    Feb 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    Canada
    Description

    In January 2025, Roblox Corporation was the top gaming app publisher for iPad in Canada with approximately 1.9 million U.S. dollars in app revenues. Second-ranked King generated 1.2 million U.S. dollars in gaming app revenues through the Apple App Store in the measured period.

  14. Roblox games bookings per DAU of as of Q1 2025

    • statista.com
    Updated May 6, 2025
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    Statista (2025). Roblox games bookings per DAU of as of Q1 2025 [Dataset]. https://www.statista.com/statistics/1192700/bookings-daily-active-users-global-roblox-games/
    Explore at:
    Dataset updated
    May 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  15. O

    Online Gaming Platform Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Apr 23, 2025
    + more versions
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    Data Insights Market (2025). Online Gaming Platform Report [Dataset]. https://www.datainsightsmarket.com/reports/online-gaming-platform-1463851
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Apr 23, 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 online gaming platform market is experiencing robust growth, driven by increasing smartphone penetration, rising internet access, and the growing popularity of esports. The market, estimated at $150 billion in 2025, is projected to maintain a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching an estimated $500 billion by 2033. This expansion is fueled by several key trends, including the rise of mobile gaming, the increasing adoption of cloud gaming technologies, and the continued evolution of game genres and monetization strategies. The market is segmented by application (teenager, adult), device type (iOS, Android, Other), and geography, with North America and Asia-Pacific currently dominating market share. Competitive pressures are high, with established players like Twitch and YouTube alongside emerging mobile-first platforms like Miniclip, Skillz, and Roblox vying for market dominance. The success of individual platforms hinges on their ability to cultivate vibrant communities, offer engaging game experiences, and effectively monetize their user bases. Factors such as regulatory hurdles in certain regions and concerns around game addiction pose potential restraints to market growth. However, the ongoing innovation in game design and the expanding accessibility of online gaming are expected to outweigh these challenges, driving sustained market expansion in the coming years. The diverse range of online gaming platforms caters to a broad spectrum of user preferences and demographics. The teenager segment, known for its high engagement with mobile and social games, represents a substantial portion of the market. Adult gamers also make up a significant segment, encompassing a wide variety of gaming preferences and spending habits. Platform providers are continuously refining their offerings to cater to these diverse groups, introducing new genres, features, and monetization models. Cross-platform compatibility and enhanced social features are becoming increasingly crucial for attracting and retaining users in a highly competitive landscape. The geographical distribution of market share reflects the varying levels of internet penetration and economic development across different regions. While North America and Asia-Pacific currently hold significant market shares, growth in emerging markets is expected to significantly contribute to the overall market expansion.

  16. C

    Casual Brain Game Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Jun 15, 2025
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    Archive Market Research (2025). Casual Brain Game Report [Dataset]. https://www.archivemarketresearch.com/reports/casual-brain-game-560056
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Jun 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

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

    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.

  17. R

    Research Paper on Metaverse Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 23, 2025
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    Market Report Analytics (2025). Research Paper on Metaverse Market Report [Dataset]. https://www.marketreportanalytics.com/reports/research-paper-on-metaverse-market-89098
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Apr 23, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    The Metaverse market is experiencing explosive growth, projected to reach a substantial size exceeding $116.74 million by 2025 and exhibiting a remarkable Compound Annual Growth Rate (CAGR) of 41.83%. This burgeoning sector is driven by several key factors. Firstly, advancements in Augmented Reality (AR) and Virtual Reality (VR) hardware are creating increasingly immersive and engaging experiences. Secondly, the integration of social media, particularly through targeted advertising within metaverse platforms, is fueling user engagement and market expansion. The rise of virtual live entertainment, exemplified by successful platforms like Epic Games and Roblox, is further attracting significant user bases and driving revenue generation. Finally, the expansion of gaming services, offering diverse and interactive experiences within metaverse environments, constitutes a major growth catalyst. The market is segmented across diverse end-user industries, including gaming, media & entertainment, commercial applications (virtual offices, training simulations), retail (virtual showrooms, immersive shopping), and others. Major players like Fortnite, EA Sports, AWS, Qualcomm, Oculus, Vive, Epic Games, Roblox, Facebook (Meta), Unity, Steam, and Itch.io are actively shaping this dynamic landscape, investing heavily in technological advancements and content creation to capture market share. The forecast period from 2025 to 2033 promises even more significant expansion. While precise regional market share data is unavailable, it's reasonable to expect North America and Europe to initially hold the largest shares, given their advanced technological infrastructure and strong adoption rates of related technologies. However, Asia's rapid technological development and immense population present significant growth potential, potentially surpassing other regions in the later years of the forecast period. The continued development of user-friendly interfaces, enhanced graphic capabilities, and broader accessibility will be crucial in driving further market penetration across all regions. Challenges such as addressing concerns regarding data privacy, cybersecurity, and the potential for digital addiction will require proactive solutions to ensure sustainable and responsible market development. Recent developments include: May 2024: Grand Cayman-based Web3 firm Mai Labs unveiled its metaverse platform, 'Mayaaverse', in India. During the launch event held in Delhi, the company also rolled out the Lumyn XR, a virtual reality headset crafted for deep immersion in the digital realm. Through these innovations, Mai Labs is making its mark in Artificial Intelligence, blockchain, and the metaverse., February 2024: The Royal Government of Bhutan has launched a metaverse platform named Bhutanverse. This virtual space provides a computer-generated environment, enabling global users to experience Bhutan digitally. The metaverse will showcase the country's culture, history, and philosophy, accessible from users' homes. It will feature Bhutanese motifs, art, and architecture. Additionally, a creative space has been developed to offer interactive quests, where metaverse avatars can engage in mini-games based on compelling storylines centered around Bhutan’s history and folklore.. Key drivers for this market are: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Potential restraints include: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Notable trends are: Gaming Segment Accounted for the Largest Market Share.

  18. Roblox Corporation global revenue as of Q1 2025

    • statista.com
    Updated May 5, 2025
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    Statista (2025). Roblox Corporation global revenue as of Q1 2025 [Dataset]. https://www.statista.com/statistics/1190638/quarterly-revenue-roblox-corporation/
    Explore at:
    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the first quarter of 2025, gaming company Roblox Corporation generated total revenues of nearly 1.04 billion U.S. dollars. This figure is up from the previous quarter's revenue peak of 988 million U.S. dollars. The company generates almost all of its revenue through the sales of their virtual currency, “Robux,” which players can use to purchase virtual items sold by the Roblox developer and creator community on the platform.

  19. M

    Metaverse Social Software Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 9, 2025
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    Market Research Forecast (2025). Metaverse Social Software Report [Dataset]. https://www.marketresearchforecast.com/reports/metaverse-social-software-30782
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 9, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    The Metaverse Social Software market is experiencing explosive growth, projected to reach $1215.9 million in 2025. This burgeoning sector is fueled by several key drivers, including the increasing adoption of virtual reality (VR) and augmented reality (AR) technologies, the rising popularity of social media within immersive digital environments, and the expansion of enterprise applications for virtual collaboration and training. The market's segmentation reveals a strong preference for desktop access, although mobile usage is steadily increasing, driven by the accessibility and convenience of smartphones. Personal use currently dominates, but the enterprise segment is exhibiting significant growth potential as businesses leverage the Metaverse for internal communications, remote team building, and virtual events. Key players like Meta, Decentraland, and Roblox are actively shaping the landscape through innovative platform development and community building. Geographic distribution shows a strong concentration in North America and Europe initially, but Asia-Pacific is poised for significant expansion given the region's large and tech-savvy population. While challenges remain, such as the need for enhanced user experience, addressing security and privacy concerns, and overcoming technical limitations, the overall market trajectory indicates substantial future growth. The forecast period (2025-2033) suggests a sustained period of expansion, driven by technological advancements, wider adoption across various demographics, and increased investment in infrastructure. The market is witnessing a shift toward more immersive and interactive experiences. Factors like the development of advanced avatars, improved virtual world design, and seamless integration with other digital platforms are contributing to enhanced user engagement. Furthermore, the incorporation of blockchain technology is creating new opportunities for decentralized social platforms and virtual asset ownership, further bolstering market growth. Competition among established tech giants and innovative startups is likely to intensify, leading to greater innovation and potentially lower prices, making the Metaverse more accessible to a broader user base. This competitive landscape, however, also presents challenges for smaller companies to compete effectively. Continuous improvement of user experience, robust cybersecurity, and consistent content updates will remain vital for sustained success in this rapidly evolving market.

  20. M

    Metaverse Technology Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 14, 2025
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    Archive Market Research (2025). Metaverse Technology Report [Dataset]. https://www.archivemarketresearch.com/reports/metaverse-technology-57674
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 14, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

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

    The Metaverse technology market is experiencing explosive growth, projected to reach a substantial size of $1715.6 million in 2025. While the provided CAGR is missing, considering the rapid advancements and increasing investments in technologies like VR, AR, and blockchain that underpin the Metaverse, a conservative estimate of a 25% Compound Annual Growth Rate (CAGR) from 2025 to 2033 seems plausible. This would imply significant market expansion, driven by factors such as the rising adoption of immersive gaming experiences, the expanding use of the Metaverse for social interactions and virtual conferences, the increasing demand for advanced content creation tools within virtual worlds, and the growing interest from major tech companies like Meta, Microsoft, and Roblox. The market segmentation reveals a diverse landscape with Mobile and Desktop access points, along with applications spanning gaming, social interaction, conferencing, content creation, and other emerging use cases. This diversity contributes to the market's robust growth trajectory. Significant regional variations exist. North America, with its strong technological infrastructure and established gaming markets, is expected to command a considerable market share. However, Asia Pacific, particularly China, India, and South Korea, demonstrates enormous growth potential due to its large and rapidly expanding digital population. Europe and other regions are also witnessing substantial uptake, although at varying rates depending on technological maturity and consumer adoption levels. While regulatory uncertainties and technological challenges could act as restraints, the overall market outlook remains incredibly positive, indicating the Metaverse’s potential to transform various aspects of life and business in the coming decade. This robust growth is further fueled by continued innovation in hardware and software, leading to more immersive and accessible Metaverse experiences for a wider user base.

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Statista (2025). Roblox games global DAU as of Q1 2025, by age group [Dataset]. https://www.statista.com/statistics/1190309/daily-active-users-worldwide-roblox/
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Roblox games global DAU as of Q1 2025, by age group

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Dataset updated
May 5, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

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.

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