89 datasets found
  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. S

    Roblox Statistics 2025: User Engagement, Revenue Streams, and Global Reach

    • sqmagazine.co.uk
    Updated Jul 22, 2025
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    SQ Magazine (2025). Roblox Statistics 2025: User Engagement, Revenue Streams, and Global Reach [Dataset]. https://sqmagazine.co.uk/roblox-statistics/
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    Dataset updated
    Jul 22, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    Back in 2006, Roblox quietly launched as a niche platform for game creation. Fast-forward to 2025, and it has evolved into a sprawling digital universe that’s as much a social hub as it is a gaming experience. From pre-teens customizing avatars to college students building full-fledged games, Roblox isn't just...

  6. 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.

  7. Roblox user distribution worldwide 2024, by geography

    • statista.com
    Updated Dec 31, 2024
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    Statista (2024). Roblox user distribution worldwide 2024, by geography [Dataset]. https://www.statista.com/statistics/1190914/roblox-games-users-global-distribution-geography/
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    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 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.

  8. h

    RobloxUsers

    • huggingface.co
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    ZelonPrograms, RobloxUsers [Dataset]. https://huggingface.co/datasets/ZelonPrograms/RobloxUsers
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Authors
    ZelonPrograms
    Description

    Roblox Player Profile Dataset

      Overview
    

    This dataset contains player profile data scraped from the Roblox platform. It includes various attributes that provide insights into user accounts, allowing for analyses, modeling, and research into Roblox's user base.

      Dataset Details
    

    Format: CSV File Name: roblox_player_data.csv Number of Entries: [10]

      Fields
    

    Column Name Description

    user_id Unique identifier for the user

    username Roblox username… See the full description on the dataset page: https://huggingface.co/datasets/ZelonPrograms/RobloxUsers.

  9. 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/
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    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.

  10. S

    Roblox Game Creation and Monetization Statistics 2025: How Creators Are...

    • sqmagazine.co.uk
    Updated Aug 13, 2025
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    SQ Magazine (2025). Roblox Game Creation and Monetization Statistics 2025: How Creators Are Earning Big [Dataset]. https://sqmagazine.co.uk/roblox-game-creation-and-monetization-statistics/
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    Dataset updated
    Aug 13, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    Roblox has evolved into a dynamic game creation platform and virtual economy, connecting creators and players at an unprecedented scale. In 2025, developers are transforming ideas into careers, while record‑breaking games show how one concept can mobilize millions of users. From profitable solo projects to immersive team creations, the impact...

  11. 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.

  12. 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.

  13. b

    Roblox Corporation Overview

    • bullfincher.io
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    Bullfincher, Roblox Corporation Overview [Dataset]. https://bullfincher.io/companies/roblox-corporation/overview
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    Dataset authored and provided by
    Bullfincher
    License

    https://bullfincher.io/privacy-policyhttps://bullfincher.io/privacy-policy

    Description

    Roblox Corporation develops and operates an online entertainment platform. The company offers Roblox Studio, a free toolset that allows developers and creators to build, publish, and operate 3D experiences, and other content; Roblox Client, an application that allows users to explore 3D digital world; Roblox Education for learning experiences; and Roblox Cloud, which provides services and infrastructure that power the human co-experience platform. It serves customers in the United States, the United Kingdom, Canada, Europe, China, the Asia-Pacific, and internationally. The company was incorporated in 2004 and is headquartered in San Mateo, California.

  14. O

    Online Gaming Platform Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated May 31, 2025
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    Archive Market Research (2025). Online Gaming Platform Report [Dataset]. https://www.archivemarketresearch.com/reports/online-gaming-platform-558887
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    pdf, doc, pptAvailable download formats
    Dataset updated
    May 31, 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 online gaming platform market is experiencing robust growth, driven by increasing smartphone penetration, faster internet speeds, and the rising popularity of esports. The market's size in 2025 is estimated at $200 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This significant expansion is fueled by several key factors. The accessibility of mobile gaming, coupled with the development of innovative game formats and the rise of cloud gaming, has broadened the user base considerably. Furthermore, the increasing integration of social features within online gaming platforms fosters engagement and community building, further driving market growth. The competitive landscape, featuring established players like Twitch and YouTube alongside emerging platforms like Skillz and MPL, ensures continuous innovation and the development of diverse gaming experiences. However, challenges remain, including regulatory hurdles in certain markets, concerns around in-app purchases and potential addiction, and the need for robust cybersecurity measures to protect user data. Despite these challenges, the long-term outlook for the online gaming platform market remains exceptionally positive. The continued expansion of mobile gaming into underserved regions, the growing adoption of virtual reality (VR) and augmented reality (AR) technologies within gaming, and the increasing investment in esports are all expected to contribute to sustained growth over the forecast period. The diversification of gaming genres and the emergence of new platforms offering unique features will also play a crucial role in shaping the market's future trajectory. The strategic partnerships between gaming platforms and technology companies, further enhancing functionalities and accessibility, will further solidify the market's expansion. This sustained growth indicates considerable investment opportunities for stakeholders across the entire online gaming ecosystem.

  15. 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.

  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
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    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. 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
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    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.

  18. Roblox games user engagement worldwide as of Q2 2025, by age group

    • statista.com
    Updated Aug 1, 2025
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    Statista (2025). Roblox games user engagement worldwide as of Q2 2025, by age group [Dataset]. https://www.statista.com/statistics/1190610/hours-engaged-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 seen approximately 9 billion hours worth of user engagement by Roblox games users under the age of 13. This is an increase from the 7.5 billion total hours worth of user engagement from the same user group in the previous quarter.

  19. R

    Unbased Roblox Project Dataset

    • universe.roboflow.com
    zip
    Updated Sep 29, 2023
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    based (2023). Unbased Roblox Project Dataset [Dataset]. https://universe.roboflow.com/based/unbased-roblox-project/model/1
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    zipAvailable download formats
    Dataset updated
    Sep 29, 2023
    Dataset authored and provided by
    based
    License

    MIT Licensehttps://opensource.org/licenses/MIT
    License information was derived automatically

    Variables measured
    People Bounding Boxes
    Description

    Unbased Roblox Project

    ## Overview
    
    Unbased Roblox Project is a dataset for object detection tasks - it contains People annotations for 654 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 [MIT license](https://creativecommons.org/licenses/MIT).
    
  20. M

    Metaverse Social Media Platforms Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 14, 2025
    + more versions
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    Archive Market Research (2025). Metaverse Social Media Platforms Report [Dataset]. https://www.archivemarketresearch.com/reports/metaverse-social-media-platforms-57954
    Explore at:
    ppt, pdf, docAvailable 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 social media platforms market is experiencing explosive growth, driven by increasing adoption of virtual and augmented reality technologies, the rising popularity of gaming and interactive experiences, and the burgeoning demand for immersive social interactions. This market, estimated at $25 billion in 2025, is projected to exhibit a robust Compound Annual Growth Rate (CAGR) of 35% from 2025 to 2033, reaching an impressive $200 billion by 2033. This expansion is fueled by several key factors. The integration of blockchain technology, enabling decentralized ownership and monetization within these platforms, is a significant driver. Furthermore, advancements in user interface and experience (UI/UX) design are leading to more intuitive and engaging platforms, attracting a wider user base. The diverse range of applications, including advertising, gaming, instant messaging, and financial services within the Metaverse, is another crucial contributor to market growth. Major players like Meta, Decentraland, and Roblox are constantly innovating, introducing new features and functionalities to enhance user engagement and attract new users. However, several restraints exist. Challenges related to interoperability between different Metaverse platforms, concerns about data privacy and security, and the need for robust infrastructure to support high-quality immersive experiences continue to present hurdles. The market segmentation reveals a significant presence across various platforms (mobile apps and web-based) and applications. While gaming currently dominates, the potential for expansion into other sectors such as finance and advertising remains immense. Geographical analysis indicates strong growth across North America and Asia Pacific, driven by early adoption and technological advancements in these regions. The continued evolution of technological capabilities and the expansion of the user base strongly suggest a sustained period of growth for the Metaverse social media platforms market.

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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/
Organization logo

Roblox games global DAU as of Q2 2025

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

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