Roblox Trends & Statistics

EMARKETER offers market research, trends and statistics for a variety of topics and industries. Here you will find a collection of reports, articles and other resources for Roblox

It’s getting harder to stand out in the race to bank Gen Alpha

Article
Oct 21, 2026

Youth banking is crowded, making lasting engagement and practical benefits for parents key differentiators.

Roblox is pulling in a crowd its gaming rivals can't match

Roblox is pulling in a crowd its gaming rivals can't match

Article
Oct 01, 2026

Roblox drew 61.4 million US unique visitors in July 2026, nearly eight times as many as Minecraft (8.0 million), according to a July survey from Comscore.

Success with gaming platforms' massive audiences requires data discipline over flashy executions

Article
Sep 24, 2026

"If you do not have a gaming strategy, it's clearly too big to ignore now," Charles Hambro, CEO and co-founder of GEEIQ, said at EMARKETER's Future of Digital summit last week. "But you should not get bamboozled by 'Oh my god, we're gonna build unbelievable worlds.' Be very, very self-disciplined with regards to what are my CPMs for this audience." Nearly 60% of US consumers will be digital gamers this year, according to EMARKETER's forecast, yet only 2.4% of total digital ad spend in 2026 will go to gaming. It's a delta that represents both a significant opportunity and a cautionary tale for marketers who rush in without proper measurement frameworks.

Gen Alpha’s Social Media Usage 2026

Gen Alpha’s Social Media Usage 2026

Report
Jun 16, 2026

Gen Alpha is entering its teen years just as scrutiny of social media intensifies. Their habits are taking shape amid new rules, safety concerns, and shifting expectations. And that’s creating fresh challenges for platforms, parents, and marketers.

Roblox.com's adult audience is bigger than you think

Roblox.com's adult audience is bigger than you think

Article
Jun 09, 2026

30.3 million US adults aged 18+ visited Roblox.com in March 2026, each spending an average of 876.6 minutes, or roughly 14.6 hours apiece, according to a March study from Comscore Media Metrix Multi-Platform.

How Walmart is turning Roblox, creators, and community into a marketing engine

Article
May 01, 2026

"Marketing is less about persuasion now, it's more about participation," said Justin Breton, head of partnerships, content and emerging experiences at Walmart, at the IAB Connected Commerce Summit last month. "How do you actually get consumers to participate with your brand?"

Meta and YouTube's negligence ruling won't be the last

Meta and YouTube's negligence ruling won't be the last

Article
Mar 25, 2026

Meta and YouTube were ruled negligent in addiction case as the jury claimed the platforms failed to warn youth—raising legal and reputational risks for advertisers.

Gen Alpha relies on social commerce, but longs for physical retail

Article
Mar 19, 2026

Teenagers today are digital natives in the truest sense, but their digital lives reveal surprising nuances about device preferences, social spaces, and emerging technologies that marketers need to understand.

FAQ on esports: What marketers need to know about competitive gaming, streaming, and gaming creators

Article
Feb 27, 2026

Esports and gaming creators represent two distinct but overlapping opportunities for marketers seeking to reach engaged audiences.

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The Gaming Advertising​ Opportunity

The Gaming Advertising​ Opportunity

Report
Feb 27, 2026

Gamers are highly engaged, span all demographics, and are increasingly receptive to ads. Yet gaming remains one of the most undermonetized channels in digital advertising.​

The Salvation Army launches a thrift store in Roblox to target young consumers

Article
Feb 27, 2026

The Salvation Army is setting up shop in Roblox, using the gaming platform to introduce its users to thrifting and win their loyalty at an early age. The new Roblox experience “Thrift Score” models a real Salvation Army store and is stocked with player donations, original designs from players and content creators, as well as digital replicas of the physical stores' actual merchandise.

FAQ on Gen Alpha: How marketers can reach this generation in 2026

Article
Feb 26, 2026

This FAQ explores how marketers can reach Gen Alpha amid tightening privacy rules and growing household influence.

Social platforms double-down on age verification, fracturing marketer access to young audiences

Social platforms double-down on age verification, fracturing marketer access to young audiences

Article
Feb 13, 2026

Discord is joining YouTube and TikTok in implementing stricter age verification processes, squeezing marketer access to young users.

Gen Alpha Digital Habits 2026

Gen Alpha Digital Habits 2026

Report
Jan 30, 2026

Gen Alpha’s digital world is built around YouTube, gaming, and creator-led content. This report examines how early immersion, platform controls, and shifting norms are reshaping engagement as the cohort approaches adolescence.

FAQ on video game advertising: Market size, format analysis, and how to find players in 2026

Article
Jan 10, 2026

This FAQ examines in-game ad formats, audience demographics, and emerging opportunities like rewarded advertising that are reshaping how brands connect with gamers across platforms.

Gen Alpha represents the next wave of influence for brands

Article
Dec 23, 2025

Tailoring marketing to Gen Alpha is proving critical for brands looking to capitalize on their emerging influence.

Platforms and US advertisers could suffer due to Australia’s social media ban for minors

Article
Dec 09, 2025

Australia has enacted the world’s first nationwide ban on social-media accounts for anyone under 16, forcing platforms like TikTok, Instagram, YouTube, and Snapchat to remove underage users or face major penalties. Policymakers and researchers will study the effects on mental health, offline behavior, and migration to unregulated platforms—insights that could influence US policy, where similar proposals are already gaining traction. For advertisers, the implications are significant: removing millions of teen users would constrict future reach curves, shift youth attention toward gaming-adjacent spaces, raise competition for compliant inventory, and complicate early brand-building. Australia’s experiment may foreshadow US market disruption.

Roblox’s age checks could reshape youth marketing, online privacy landscapes

Roblox’s age checks could reshape youth marketing, online privacy landscapes

Article
Sep 04, 2025

The news: Roblox will expand its age-checking procedures to all users by the end of the year, per a press release, building on its efforts to protect children online. Users will need to verify their age to access many features—including Party Voice and chat without filters—by submitting either a selfie or government-issued ID. Roblox will then analyze the selfie’s facial features to estimate the user’s age. The platform is rolling out new systems that limit communication between adults and minors unless they already know each other in real life. Our take: Roblox’s stricter age-verification policies stress the growing need to balance reach, compliance, and trust on youth-focused platforms. Marketers should prepare for smaller, more segmented audiences as age checks filter out unverified users and privacy-conscious adults. Long-term success may depend on building campaigns rooted in creativity and authentic value over hypertargeting.

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