Roblox Statistics 2026: Users, Demographics & Playtime
Short answer: Roblox has surpassed 100 million daily active users and 380 million monthly active users in 2026, with average playtime above 2.4 hours per day per user and a presence in more than 180 countries. For brands, this is the modern equivalent of prime time TV — except engagement is measured in hours, not ad seconds.
Users and growth
Roblox stopped being “a kids’ game” years ago. The platform has accumulated hundreds of millions of monthly active users globally, with sustained growth in both users and session time. The number that matters most to a brand is not just how many users there are, but how much time they spend there: on average, more than 2 hours a day, far above what most social networks manage to retain.
Demographics: it’s not just Gen Alpha
While Roblox was originally associated with young audiences, today more than half of its users are 13 or older, and the adult (18+) segment grows every year. This opens the platform to categories that previously overlooked it: fashion, tech, beverages and entertainment for young-adult audiences, alongside the brands traditionally focused on kids and families.
Geographic distribution
The US and Canada remain the largest markets by user count, but the fastest growth is happening in markets like Brazil, Mexico, the Philippines and India. For Latin American brands, this means a double opportunity: reaching a local audience with strong cultural affinity (as shown by Yopiverso in Peru) while also accessing a global audience without traditional distribution barriers.
Playtime and engagement
The average of more than 2 hours of daily use is not passive time: it is active interaction inside experiences. Compared with traditional advertising, where a brand buys seconds of attention, on Roblox a brand can build an experience that holds minutes or hours of genuine attention, repeated day after day if the game is good enough.
What these numbers mean for your brand
- Real scale: the audience is already there, you don’t need to “create” the market.
- Deep engagement: hours of active attention, not passive impressions.
- Cross-platform reach: PC, console, mobile and VR from a single build.
- Measurable end to end: every visit, session and conversion is tracked.
These are exactly the conditions that made it possible for Yopiverso, the experience we built for Laive, to reach 481K visits and 44M impressions. See the full case study →
How to start capitalizing on these numbers
The first step is not chasing the total user count, but identifying the specific slice of those 380 million that matches your target audience, and building an experience they genuinely want to play. Get in touch and let’s talk about your project.
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