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 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 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.
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 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.
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.
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.
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.
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 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.
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.
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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...
As of December 2024, gaming company Roblox Corporation reported that 21 percent of Roblox games users were located in the United States and Canada. Additionally, 26 percent of Roblox games users were located in Europe.
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The global Metaverse Game Development Service market is projected to reach $691 million by 2033, expanding at a CAGR of 20.1% from 2025 to 2033. The increasing penetration of extended reality (XR) technologies, the growing popularity of multiplayer online games, and the rising demand for immersive gaming experiences are primarily driving the growth of the market. The market is segmented into various types of extended reality software, game engines, financial platforms, and metaverse platforms. Adventure, role-playing games (RPGs), sports and racing, strategy, sandbox, card and casino games represent the major applications of metaverse game development services. North America and Asia Pacific have emerged as the dominant regional markets due to the presence of a large number of game developers, a high adoption rate of XR technologies, and a growing gaming population. Key industry players include Magic Leap, Meta, Microsoft, NetEase, TSB Gaming Limited (The Sandbox), Unity Technologies, Autodesk, Electronic Arts, NVIDIA Corporation, Roblox Corporation, SAMSUNG, Take-Two Interactive Software, Inc., Tencent Holdings, Epic Games, and Bytedance. The metaverse, a virtual realm of immersive and interactive experiences, is fueling a new era of gaming. Metaverse game development services are in high demand as businesses strive to create captivating and engaging experiences for their users. This comprehensive report offers a detailed analysis of the metaverse game development service market, highlighting key trends, drivers, challenges, and growth opportunities.
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.
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.
Significant fluctuations are estimated for all segments over the forecast period for the number of users. In general, the number of users appear to exhibit a positive trend, with more segments showing increasing values rather than decreasing values until 2030. Among them, the segment Digital Video Games attains the highest value throughout the entire period, reaching **** million users. Find other insights concerning similar markets and segments, such as a comparison of revenue worldwide and a comparison of number of users in the Netherlands. The Statista Market Insights cover a broad range of additional markets.
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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.