As of the fourth quarter of 2024, gaming company Roblox Corporation had over 85.3 million daily active users of Roblox games worldwide. This figure represents a 19 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 third quarter of 2024, about 53.6 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.
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 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 fourth quarter of 2024, gaming company Roblox Corporation had over 32 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 29.3 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 fourth quarter of 2024, gaming company Roblox Corporation had over 18 million daily active users of Roblox games in the United States and Canada. In the same quarter, there were 21.1 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.
During the fourth quarter of 2024, gaming company Roblox Corporation accumulated over 18.7 billion hours worth of global user engagement with Roblox games. This figure is down from to 20.7 billion hours in the previous quarter.
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 December 2023, gaming company Roblox Corporation reported that 22 percent of Roblox games users were located in the United States and Canada. Additionally, 28 percent of Roblox games users were located in Europe.
https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
The Metaverse in Gaming Market Outlook & Forecast and is Segmented by Type (AR & VR Hardware, Social Media Engagement (Ads), Virtual Live Entertainment - Epic, Games and Roblox, Gaming Services), by End-User Industry (Gaming, Media & Entertainment, Commercial, Retail), and Geography (North America, Europe, Asia Pacific, Rest of the World). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.
In the fourth quarter of 2024, gaming company Roblox Corporation had seen approximately 6.6 billion hours worth of user engagement by Roblox games users under the age of 13. This is an decrease from the 7.5 billion total hours worth of user engagement from the same user group in the previous quarter.
First released in September 2006, Roblox is a massively multiplayer online game which allows players to design and create their own games, as well as play the games designed by others. Thanks to in-app purchases and micro-transactions, the app generated revenue of 94 million U.S. dollars through player spending in September 2020.
An October 2022 survey found that 22 percent of adults in the United States who played Roblox and had children who also played Roblox spent more than ten hours per week playing with their children or watching their child play on the creative gaming platform. An additional 41 percent of adults spent two to five hours per week doing so.
As of December 2023, gaming company Roblox Corporation reported that only 526 games or "experiences" had generated more than ten million hours of user engagement in the past 12 months. In comparison, approximately 7.9 million Roblox experiences had less than 1,000 hours worth of playtime.
As of the fourth quarter of 2024, gaming company Roblox Corporation's daily active users had an average booking of 15.97 U.S. dollars on Roblox games. This figure is up from the average booking of 12.70 U.S. dollars in the previous quarter. The Roblox Corporation is a video game development company based in the United States and was founded in 2006.
A 2024 survey found that 48 percent of the U.S. population aged 13-24 years played Roblox, up from 42 percent in 2022 and 12 percent in 2020. Among the overall population in the United States, 24 percent played the online game.
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.
According to a study of iOS users in the United States, more than five in 10 of Roblox app users who made in-app purchases on the gaming platform in the first three quarters of 2021 spent between 0.99 U.S. dollars and 9.99 U.S. dollars. By comparison, around nine percent of Roblox iOS gamers who made in-app purchases on the Roblox platform spent more than 100 U.S. dollars in the examined period.
In the second quarter of 2023, Roblox players spent an average of 137 U.S. dollars on game-related purchases in the past three months. Surveyed users spent the most on digital full game purchases, amounting to an average of 32.4 U.S. dollars, followed by in-game spending and physical new game purchases. Only 12.5 U.S. dollars were spent on paid expansions for existing new games.
According to a study of iOS users in the United States, 17 percent of Roblox app audiences in the United States were weekly active users. Roblox is an online platform that allows users to program games and play games created by users. As of the fourth quarter of 2022, the platform counted more than 58.8 million daily active users. AR game Pokémon GO ranked second, with seven percent active user reach across the sample in the examined period.
As of the fourth quarter of 2024, gaming company Roblox Corporation had over 85.3 million daily active users of Roblox games worldwide. This figure represents a 19 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 third quarter of 2024, about 53.6 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.