80% of Roblox's older audience spent money on games in the past six months compared to 59% of non-Roblox players according to Newzoo and GEEIQ data
Roblox generated 4.05 billion hours of playtime across PC and console in H1 2026, making it the most-played game by total hours.
Data from Newzoo and GEEIQ shows that Roblox has attracted a valuable cohort of players over 16, with 80% spending money on games in the past six months compared to 59% of non-Roblox players.
A joint report from both firms examines Roblox's maturing audience, how it can maintain it, and the implications for traditional game publishers.
Newzoo market analyst Tianyi Gu said the combined data shows that Roblox's maturing audience "differs from traditional PC and console audiences" and is "particularly driven by entertainment IP."
GEEIQ reports that Roblox averages 14 million concurrent users across 6.7 million active experiences, with 7 million in the top 50 experiences.
When looking at visits since January 1, 2026, these experiences are "dominated by long-running live-service titles rather than new launches."
The report found that most lapsed Roblox players move to other live-service titles like Fortnite and Minecraft, while 30% prefer realistic shooters such as Call of Duty and Grand Theft Auto Online, which "signals a latent demand for AAA-style action."
To retain its maturing audience, Roblox is investing in improved graphics and age verification. Roblox Reality, an AI-driven upscaler, is expected to convert titles to photorealistic graphics, with an early version planned for release later this year or in early 2027.
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