16 datasets found
  1. 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.

  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 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.

  4. R

    Kirix Roblox People Finder Dataset

    • universe.roboflow.com
    zip
    Updated Jul 5, 2024
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    KiriX (2024). Kirix Roblox People Finder Dataset [Dataset]. https://universe.roboflow.com/kirix/kirix-roblox-people-finder
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    zipAvailable download formats
    Dataset updated
    Jul 5, 2024
    Dataset authored and provided by
    KiriX
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Variables measured
    Roblox Players
    Description

    KiriX Roblox People Finder

    ## Overview
    
    KiriX Roblox People Finder is a dataset for computer vision tasks - it contains Roblox Players annotations for 254 images.
    
    ## Getting Started
    
    You can download this dataset for use within your own projects, or fork it into a workspace on Roboflow to create your own model.
    
      ## License
    
      This dataset is available under the [CC BY 4.0 license](https://creativecommons.org/licenses/CC BY 4.0).
    
  5. Roblox user distribution worldwide 2024, by platform

    • statista.com
    Updated Mar 25, 2025
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    Statista (2025). Roblox user distribution worldwide 2024, by platform [Dataset]. https://www.statista.com/statistics/1190919/roblox-games-users-global-distribution-platform/
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    Dataset updated
    Mar 25, 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 80 percent of Roblox game users signed up on a mobile device. In comparison, only three percent of Roblox games users accessed Roblox content primarily through consoles.

  6. U.S. adult gamer Roblox usage reach 2024, by age group

    • statista.com
    Updated Jul 1, 2025
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    Statista (2025). U.S. adult gamer Roblox usage reach 2024, by age group [Dataset]. https://www.statista.com/statistics/1376643/usa-adults-roblox-reach-age/
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    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 22, 2024 - Mar 29, 2024
    Area covered
    United States
    Description

    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.

  7. Roblox games global DAU as of Q2 2025, by region

    • statista.com
    Updated Aug 1, 2025
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    Statista (2025). Roblox games global DAU as of Q2 2025, by region [Dataset]. https://www.statista.com/statistics/1192586/daily-active-users-global-roblox-region/
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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 20.6 million daily active users of Roblox games in the United States and Canada. In the same quarter, there were 25.6 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.

  8. U.S. Gen Z and Gen Alpha Roblox gaming reach 2020-2024

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). U.S. Gen Z and Gen Alpha Roblox gaming reach 2020-2024 [Dataset]. https://www.statista.com/statistics/1496218/us-gen-z-and-gen-alpha-roblox-gaming/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    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.

  9. 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.

  10. Roblox user distribution worldwide 2024, by gender

    • statista.com
    Updated Dec 31, 2024
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    Statista (2024). Roblox user distribution worldwide 2024, by gender [Dataset]. https://www.statista.com/statistics/1190922/roblox-games-users-global-distribution-gender/
    Explore at:
    Dataset updated
    Dec 31, 2024
    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 52 percent of global Roblox game users were male. In comparison, women accounted for 39 percent of the online gaming company's user base.

  11. 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.

  12. 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.

  13. M

    Metaverse in Gaming Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Sep 13, 2025
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    Data Insights Market (2025). Metaverse in Gaming Report [Dataset]. https://www.datainsightsmarket.com/reports/metaverse-in-gaming-1440266
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Sep 13, 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 Metaverse in Gaming market is poised for substantial growth, with an estimated market size of approximately $50 billion in 2025. Driven by a burgeoning user base and increasing adoption of immersive technologies, the market is projected to expand at a Compound Annual Growth Rate (CAGR) of around 25% from 2025 to 2033. This rapid expansion is fueled by several key drivers. The increasing accessibility and affordability of VR/AR hardware, coupled with the development of more sophisticated and engaging metaverse platforms by leading companies like Epic Games, Roblox Corporation, and The Sandbox, are major catalysts. Furthermore, the growing demand for interactive and social gaming experiences, particularly among younger demographics (Under 10 Years Old and 10-20 Years Old segments), is creating a fertile ground for metaverse gaming to flourish. The integration of blockchain technology and NFTs is also creating new economic models and ownership opportunities within these virtual worlds, attracting both gamers and investors. The market is characterized by significant trends such as the rise of play-to-earn gaming models, the development of interoperable metaverse assets, and the increasing convergence of gaming with social media and entertainment. However, certain restraints could temper this growth. High initial investment costs for advanced VR/AR equipment and potential concerns regarding data privacy and security within expansive virtual environments remain significant hurdles. Additionally, the development of compelling and sustainable content that keeps users engaged long-term will be crucial. Geographically, Asia Pacific, led by China and India, is expected to be a dominant force in market expansion due to its vast gaming population and rapid technological adoption. North America and Europe will continue to be strong markets, with North America leading in terms of market share driven by technological innovation and high consumer spending. Here is a unique report description on the Metaverse in Gaming, incorporating the requested elements and word counts:

    This report offers an in-depth analysis of the Metaverse in Gaming market, projecting its trajectory from a market value of an estimated $25,000 million in 2025 to an impressive $85,000 million by 2033, exhibiting a compound annual growth rate (CAGR) of approximately 15% during the forecast period of 2025-2033. The study encompasses a historical overview from 2019 to 2024, with the base year set at 2025, and forecasts extending through 2033. It delves into the intricate interplay of technological advancements, evolving consumer behaviors, and regulatory landscapes that are shaping this dynamic sector.

  14. 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...

  15. G

    Gaming in Metaverse Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Feb 16, 2025
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    Data Insights Market (2025). Gaming in Metaverse Report [Dataset]. https://www.datainsightsmarket.com/reports/gaming-in-metaverse-1499639
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Feb 16, 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

    Market Analysis for Gaming in Metaverse The global gaming in metaverse market is poised to witness a tremendous surge, with a market size of $XXX million in 2025 and a CAGR of XX% during the forecast period 2025-2033. The rising popularity of virtual and augmented reality, coupled with advancements in blockchain technology, drives this growth. Key trends shaping the market include the integration of NFTs, interoperability across platforms, and the emergence of play-to-earn models. The market is segmented into various applications, including gaming, social interaction, virtual concerts, and real estate. Roblox, Epic Games, Sandbox, and Axie Infinity are among the prominent companies in the gaming in metaverse space. The North American region is expected to dominate the market, followed by Asia Pacific and Europe. Factors such as the presence of major technology hubs, a significant gaming population, and favorable government regulations contribute to the regional market's growth.

  16. Number of users in the Games market Pakistan 2020-2030

    • statista.com
    Updated Jul 8, 2025
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    Statista (2025). Number of users in the Games market Pakistan 2020-2030 [Dataset]. https://www.statista.com/forecasts/1443121/number-of-users-games-market-for-different-segments-pakistan
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    Dataset updated
    Jul 8, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Pakistan
    Description

    Significant fluctuations are estimated for all segments over the forecast period for the number of users. The number of users decreases only in the segment Physically Sold Video Games towards the end of the forecast period, while the remaining segments follow a positive trend. The absolute difference between 2020 and 2030 is **** million users. Find further statistics on other topics such as a comparison of the average revenue per user in Norway and a comparison of the average revenue per user in Iceland. The Statista Market Insights cover a broad range of additional markets.

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    Learn how you can add new datasets to our index.

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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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Roblox user distribution worldwide 2024, by age group

Explore at:
17 scholarly articles cite this dataset (View in Google Scholar)
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.

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