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Part 2 - Roblox in Numbers & Research

Updated: Oct 12

Roblox now has more daily players than the UK has schoolchildren — and many of them are no longer children.

That may surprise you. But it also tells a story about how digital games have evolved — and how platforms once designed for children are quietly growing up.

As an educational consultant, I’m fascinated not just by what children play, but who they play with, and how those experiences shape their thinking, confidence, wellbeing and decision-making.


This second article in our Roblox Series — Roblox in Numbers and in Research — looks at the data behind the headlines: who’s really playing, how that audience is ageing, and what this means for parents and educators alike. What Is Roblox According to Notta.ai, Roblox is an online platform and game-creation system that allows users to design, share, and play games created by others. Unlike traditional video games with fixed storylines, Roblox acts as a digital ecosystem made up of millions of player-built worlds using its creation tool, Roblox Studio.

Players can earn the in-game currency Roblox, trade virtual items, and collaborate in communities that combine social play, creativity, and digital entrepreneurship. It’s part game, part social network, and part learning lab — which explains both its massive appeal and its complexity.

Source: https://www.notta.ai/en/blog/roblox-statistics Where Roblox Was Built, Who Created It, and Why Roblox was created in San Mateo, California, by David Baszucki and Erik Cassel, under the company Roblox Corporation. Its earliest prototype — called Dynablocks — began in 2004 as a physics simulation tool designed to teach students about motion, mechanics, and coding.

Baszucki’s vision was educational at heart: to build an interactive space where children could learn by experimenting, not just consume content passively. Over time, those experiments evolved into shared virtual worlds — each built, owned, and explored by users themselves.

The platform officially launched as Roblox in 2006, merging gaming, creativity, and community into what we now call an “immersive learning environment.”

Source: https://corp.roblox.com/ From Hobby to Global Habit Roblox has become a global playground of astonishing scale. The platform reports 97.8 million daily active users (DAUs) and about 380 million monthly users (MAUs) worldwide — more than the combined populations of the UK, France, and Canada.

Sources:

This scale makes Roblox one of the most influential digital environments for children and teenagers — and one that is now, quite literally, growing up. The Ageing of a Platform

While Roblox began as a child-focused playground, its audience has evolved. The same children who discovered it six plus years ago have stayed — and many of their older siblings, friends, and even young adults have joined them.

This shift tells an interesting story: what was once a space for children under 13 now hosts a growing number of teenagers and young adults who design, trade, and collaborate. Below is a snapshot of Roblox’s current demographic profile drawn from multiple research sources.


Age Group

Approx. Share / Count

Notes / Source

Under 13 years

~29 million daily active users

Younger users remain a major share [1]

13 years and older

~53 million daily active users

Majority of active users now [1]

17–24 years

≈ 21 % of total users

Fastest-growing group [2]

Over 25 years

≈ 14 %

Reflects the “ageing up” trend [3]

Gender split

~51 % male / 44 % female

Nearly balanced [4]

Sources:


Why the Numbers Deserve a Second Look

At first glance, these statistics suggest Roblox is maturing — moving from a children’s platform toward an all-ages digital ecosystem. However, the trend is not as straightforward as it appears.


a. Retention vs Recruitment

Many of Roblox’s older users are retained players who joined as children. When younger players remain active, the data “ages up” even if the platform isn’t necessarily attracting a brand-new adult audience.

b. The Self-Reported Age Problem

Account creation relies heavily on user-entered birthdates. Children often register using a parent’s age for access or convenience, while older teens may keep their original childhood profile. This makes the demographic picture more fluid than fixed. c. Survivorship Bias

As younger users drop off, those who stay create the illusion of an older average age. It’s a bit like a classroom where only the Year 10 students return — the data would show an older “average,” even though the underlying population hasn’t changed evenly.

These subtle biases remind us that data can tell part of the story, but context completes it.

Reference: Konvoy VC – Roblox Is Not Aging Up (2024): https://www.konvoy.vc/newsletters/roblox-is-not-aging-up?utm_source=chatgpt.com


Accountability – Roblox’s Response to Age and Safety As Roblox’s user base has expanded and matured, the company has had to introduce stronger safeguards to protect younger players and accurately verify their ages.In recent years, Roblox has rolled out:

  • Selfie-based identity checks (with third-party verification partners)

  • 18+ experience ratings for mature content

  • Parent-managed accounts and transparent dashboards

  • Clearer community guidelines around communication and content moderation

These changes demonstrate a company taking accountability seriously — evolving its systems in line with its growing audience and compliance.While no platform is flawless, Roblox’s age-verification efforts mark a significant step toward protecting younger users as its demographic profile changes.

Source: Roblox Support – Age Verification on Roblox:


What This Means for Parents and Educators

As Roblox “ages up,” so do the decisions children make inside it. Game design, trade, collaboration, and community reputation all mirror real-world thinking — and with older peers online, social influences deepen.

For parents and educators, this isn’t a call to panic but to stay curious. Ask questions like:

  • Who is your child playing with?

  • What motivates their choices — creativity, competition, or connection?

  • How might these experiences build (or blur) their sense of responsibility and judgment?

Understanding Roblox’s demographic evolution helps families guide digital learning with clarity, not fear.


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