Facebook
TwitterAs 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.
Facebook
Twitterhttps://mmo-population.com/termshttps://mmo-population.com/terms
ROBLOX player activity dataset from MMO Populations, combining monthly enhanced players and 30-day daily estimates generated from public signals.
Facebook
TwitterAs 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.
Facebook
TwitterIn 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.
Facebook
TwitterAs 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.
Facebook
TwitterA 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.
Facebook
TwitterAs 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.
Facebook
TwitterAs 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.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
The "Roblox Stock Price Dataset (2021-2023)" curated by Arslan provides comprehensive daily trading data for Roblox Corporation's stock from its initial public offering (IPO) date on March 10, 2021, until June 19, 2023. The dataset was extracted from Yahoo Finance, a reputable financial platform.
Roblox Corporation, founded by David Baszucki and Erik Cassel, originated from their previous venture, Knowledge Revolution, an educational software company. They established Roblox Corporation in 2004, starting with the development of the game DynaBlocks, later renamed Roblox, and officially released on September 1, 2006. Since then, Roblox has grown to become a prominent player in the gaming industry.
The dataset contains key stock market indicators such as the opening price, closing price, highest price, lowest price, and trading volume for each trading day. The data is organized chronologically, enabling users to analyze the stock's performance, track trends, and gain insights into Roblox Corporation's market value over the specified period.
Please note that the dataset includes data until June 19, 2023. Researchers, investors, and analysts can utilize this dataset to perform various quantitative analyses, evaluate investment strategies, and explore the historical performance of Roblox stock. By leveraging this comprehensive dataset, stakeholders can uncover valuable patterns, trends, and correlations to make informed decisions within the context of the dynamic and evolving Roblox Corporation and the stock market at large.
Facebook
TwitterA 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.
Facebook
TwitterTown 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.
Facebook
Twitterhttps://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy
Discover the booming AI-powered digital people market! Explore its $2 billion (2025 est.) valuation, 25% CAGR, key players (Tencent, Samsung, Epic Games), and applications across entertainment, healthcare, and education. Learn about market trends, growth drivers, and regional insights in this comprehensive analysis.
Facebook
Twitterhttps://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy
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.
Facebook
TwitterAttribution-NonCommercial-NoDerivs 4.0 (CC BY-NC-ND 4.0)https://creativecommons.org/licenses/by-nc-nd/4.0/
License information was derived automatically
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...
Facebook
Twitterhttps://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy
The Metaverse Game Engine market is poised for explosive growth, projected to reach a significant valuation of $159 million by 2025, with an impressive Compound Annual Growth Rate (CAGR) of 22.6%. This surge is primarily driven by the relentless evolution of PC and mobile gaming, which constitute the dominant applications within this sector. As the metaverse concept matures and gains wider adoption, the demand for sophisticated 2D and 3D game engines capable of rendering immersive and interactive virtual worlds will skyrocket. Key players like Unity and Epic Games are at the forefront, continually innovating to provide the tools necessary for developers to build these next-generation gaming experiences. The integration of advanced graphics, real-time rendering, and cross-platform compatibility are crucial trends shaping the market, enabling seamless transitions between different virtual environments and devices. The burgeoning interest in virtual economies and decentralized gaming further fuels this expansion, as players seek more engaging and rewarding ways to interact within digital spaces. While the market is characterized by robust growth, certain restraints may influence its trajectory. High development costs associated with creating complex metaverse experiences and the need for powerful hardware for users to fully engage can present barriers to entry. However, these challenges are being mitigated by advancements in cloud rendering, accessible development tools, and the increasing affordability of gaming hardware. Geographically, North America and Europe are expected to lead the adoption of metaverse game engines due to their established gaming infrastructure and high consumer spending on entertainment. Asia Pacific, particularly China and South Korea, is emerging as a critical growth region, driven by a massive gaming population and rapid technological adoption. The continued investment in research and development by leading companies, coupled with strategic partnerships and acquisitions, will be instrumental in overcoming these restraints and unlocking the full potential of the metaverse game engine market over the forecast period. This report provides an in-depth analysis of the Metaverse Game Engine market, examining its growth trajectory, key players, emerging trends, and future outlook. The study period spans from 2019 to 2033, with the base year and estimated year being 2025. The forecast period covers 2025-2033, building upon historical data from 2019-2024. The market size is projected to reach millions of US dollars by the end of the forecast period.
Facebook
Twitterhttps://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy
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.
Facebook
Twitter
According to our latest research, the global Sandbox Games market size reached USD 6.9 billion in 2024, reflecting the immense popularity and sustained growth of this genre within the gaming industry. The market is expected to expand at a robust CAGR of 11.3% during the forecast period, with projections indicating the market will reach USD 18.1 billion by 2033. This remarkable growth is primarily driven by the increasing demand for open-world, player-driven experiences, coupled with technological advancements in graphics and gameplay mechanics that continue to redefine the boundaries of interactive entertainment.
One of the key growth factors fueling the Sandbox Games market is the rising consumer preference for immersive, creative, and non-linear gaming experiences. Unlike traditional games with rigid structures, sandbox games empower players with unprecedented freedom to explore, build, and interact within expansive digital worlds. This shift in player expectations has encouraged developers to invest heavily in open-world design, procedural generation, and advanced physics engines, all of which are central to the sandbox genre. The popularity of flagship titles such as Minecraft, Grand Theft Auto V, and Roblox has set new industry standards, demonstrating the commercial viability of sandbox mechanics across diverse demographic segments. Moreover, the growing integration of social features, user-generated content, and cross-platform compatibility has significantly broadened the appeal of sandbox games, attracting both casual and hardcore gamers worldwide.
Another significant driver is the rapid expansion of mobile and cloud gaming platforms, which has democratized access to sandbox games. The proliferation of high-performance smartphones and affordable internet connectivity has enabled developers to reach untapped markets, particularly in emerging economies. Cloud gaming services further enhance accessibility by eliminating the need for expensive hardware, allowing users to stream complex sandbox environments on a wide range of devices. This technological evolution has not only expanded the potential user base but also facilitated the adoption of innovative revenue models, such as free-to-play and in-game purchases, which have proven highly lucrative for both established studios and indie developers. Furthermore, advancements in artificial intelligence and machine learning are enabling more dynamic and responsive game worlds, enhancing player engagement and retention rates.
The educational and commercial sectors are also contributing to the growth of the Sandbox Games market. Educational institutions are increasingly leveraging sandbox games as interactive learning tools, recognizing their potential to foster creativity, problem-solving, and collaboration among students. Similarly, commercial enterprises are utilizing sandbox environments for training simulations, virtual events, and brand engagement initiatives. These applications highlight the versatility of sandbox games and their capacity to deliver value beyond traditional entertainment. As the lines between gaming, education, and business continue to blur, the market is poised to witness further diversification in use cases and user demographics, driving sustained revenue growth over the forecast period.
Regionally, North America currently commands the largest share of the Sandbox Games market, accounting for over 34% of global revenues in 2024. This dominance is attributed to a mature gaming ecosystem, high consumer spending, and the presence of leading game development studios. However, Asia Pacific is rapidly emerging as a key growth engine, fueled by a burgeoning youth population, increasing smartphone penetration, and a vibrant e-sports culture. Europe and Latin America are also witnessing steady growth, driven by rising digital adoption and supportive regulatory frameworks. The Middle East & Africa, while still in the nascent stage, presents significant long-term potential as infrastructure and internet access continue to improve. Overall, the global sandbox games market exhibits strong growth prospects, underpinned by technological innovation, evolving consumer preferences, and expanding application areas.
Not seeing a result you expected?
Learn how you can add new datasets to our index.
Facebook
TwitterAs 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.