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“Roblox” needs to grow up

The Roblox Corporation wants to make inroads with the over-18 crowd, but data shows they’re not succeeding.

Ryan Broderick, Adam Bumas

If you have a kid, there’s a good chance they’re on “Roblox.” In the past few years, the Lego-inspired video game — where users can create and play each others’ “experiences” — has grown beyond a popular video game to become a genuine social network. The Roblox Corporation’s own figures for last year reported that 68.4 million daily users — over half of them under 17 — spend an average of 2.4 hours a day in the game, playing, socializing, and spending in-game currency (called Robux).

The company’s latest quarterly earnings report shows seemingly promising data that investors are buying into: daily active users are up to nearly 89 million and the company beat earnings expectations, sending the stock up to the highest level since February 2023.

The game has soaring ambitions: 1 billion users and 10% of all gaming revenue. But looking at Garbage Day’s data, “Roblox” has a big problem. It isn’t growing up with its users — unlike, for instance, competitor “Fortnite,” which has become a bona fide cultural force. And if it can’t level up like that, there’s no chance it can get bigger than it already is. 

“Roblox” was launched in 2006 and slowly built an impressive young audience, but user figures lagged behind its closest competitor, “Minecraft,” until 2019. The next year, pandemic lockdowns led to player numbers increasing more than 35% over a few months for the game, which has always marketed itself as educational. That huge boost helped Roblox Corp. go public in 2021. Since then, the company has put more emphasis on how young players can earn real money in the game. In an interview with Eurogamer, studio head Stefano Corazza called it a “gift” to pay minors to develop games on the platform.

Roblox games can span a range of genres, from elaborate role-playing environments to platformers to shooters, but the games can only stray so far from the simple, blocky, kid-friendly style of the game’s default assets. The most popular shooter game, “Phantom Forces,” features dozens of real guns and equipment, but they’re all rendered cartoonishly enough that the game is rated for ages 9 and up. Meanwhile, the most popular game overall, the suburban “Sims”-esque role-playing game “Brookhaven RP,” has been played 55 billion times.

But in the last year and change, “Roblox” has been in the news for all the wrong reasons. A report from earlier this month found that the platform is a hotbed for child predators, exposing millions of young users to inappropriate material and harmful behavior. The game says it moderates content and promotes child safety, but has been accused of exploiting children for their labor with no accountability. And despite the game’s success, Hindenberg Research reported this month that “Roblox” has significantly inflated its popularity to investors.

“Roblox” isn’t growing up with its users — unlike, for instance, competitor “Fortnite,” which has become a bona fide cultural force.

Perhaps unsurprisingly, “Roblox” is trying to change its narrative. It’s become clear in the last year or so that the platform is working hard to not be associated with little kids anymore. It’s partnered with Gucci, Givenchy, and Ikea, and a blog post from CEO David Baszucki last year said they were working on new features for users over 18 to create “experiences for older audiences.” So far, the closest they’ve come is the release of video ads that can be viewed only by users over 13.

“Roblox” developers understand that they’ve successfully captured enough of a young audience that the only way to grow is up. One executive said they “need to increasingly bring users of all ages” to the game, and when Baszucki announced his ambitious goal of 1 billion users, he referenced the growing percentage of users over 13 as the main source of that growth. “...perhaps a more telling stat would’ve been the percentage over 18,” Rich Stanton wrote in PC Gamer. That’s the audience they need, and, as far as we can tell, they aren’t interested. Last year, Baszucki highlighted Drinks On Tap, a virtual bar, as an example of a popular adults-only game. The game has over 11 million total visits, but this is small potatoes by “Roblox” standards, where the cutoff for the “Most Popular” list is over 30 million visits.

It’s notoriously difficult to collect data on social-media users under 18, especially when many platforms have age restrictions to create an account. But there is some broad-strokes data available. Last year, the Pew Research Center found that over 90% of American teens were on YouTube — a number so staggering that Google and Meta struck a deal to advertise Instagram to teens on Youtube, in violation of both companies’ policies. After YouTube, the most popular network was TikTok, with 63% of teens, followed by Snapchat and Instagram, with 60% and 59%, respectively.

If you were to use YouTube as a reflection of what American teenagers are interested in, you’d expect “Roblox”-related channels and videos to show up in the top gaming content on the platform. Except that’s not really happening. In the two years that Garbage Day has been tracking YouTube data, there hasn’t been a single channel that gets millions of subscribers strictly from making content about “Roblox.” It’s not totally invisible on the app — many popular YouTubers, like MrBeast, IShowSpeed, and JT Casey, have played the game in a video or on a livestream — but “Roblox” is nowhere near the main attraction. In fact, it's not even close to as prevalent as something like “Minecraft,” which has singlehandedly helped relatively small channels like MineZzz and IlloJuan grow faster than juggernauts like MrBeast.

“Roblox” also lags far behind “Minecraft” on X, Instagram, and Snapchat, both in the popularity of their official accounts and in hashtags associated with the game. On Instagram, it’s behind hashtags for games with much smaller userbases, like “League of Legends,” “Grand Theft Auto,” or “Call of Duty.” The only place where the game has any kind of traction is on TikTok, which tends to skew even younger than YouTube. 

It’s become clear in the last year or so that the platform is working hard to not be associated with little kids anymore.

Between June and August, #roblox was the most enduringly popular hashtag in the US, used in millions of videos that amassed a total of over 15 billion views. (This figure is an estimate, since TikTok quietly stopped reporting overall video views in July.) But things changed in September. #Roblox went from well over a million video views to just over 500,000. Why did these TikToks lose so much engagement in the US between August and September? Well, let’s try to think if anything happens around this time to American children that begins taking up a lot of their time and attention.

This doesn’t mean that “Roblox” isn’t popular with American children. It is exclusively popular with American children. And that’s a big problem for a company that has its sights set on a billion users. That kind of unprecedented growth would require complete saturation, drawing in millions of adults with no interest in a kid-friendly experience — something both “Fortnite” and “Minecraft” have been successful in doing. But both the game’s own player figures and a wider look at its social-media presence suggest that the interest isn’t there.

Which wouldn’t be a problem for a brand-new game. But “Roblox” turned 18 last month, making it old enough to lose interest in itself.



Garbage Day is an award-winning newsletter that focuses on web culture and technology, covering a mix of memes, trends, and internet drama. We also run a program called Garbage Intelligence, a monthly report tracking the rise and fall of creators and accounts across every major platform on the web. We’ll be sharing some of our findings here on Sherwood. You can subscribe to Garbage Day here.

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The House of Mouse may still seek other partners to take minority stakes in ESPN, per the report. The NFL gained a 10% stake in the company last year in a deal that saw ESPN acquire NFL Network.

There’s been an ongoing push for several years to spin off ESPN, both inside Disney and from analysts and activist investors. Earlier this year, ESPN Chair Jimmy Pitaro downplayed rumors that emerged amid D’Amaro’s takeover, saying he’s heard the rumor since “the day [he] started at ESPN eight years ago.”

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Over the past few months, the studio ramped up its marketing, so you may have seen the fictional Runway magazine with Blunt’s Emily Charlton on the cover at a newsstand pop-up, or come across brand partnerships with L’Oréal Paris, TRESemmé, Tweezerman, or Diet Coke — the list goes on. The global press tour has also taken over social media, with the main cast — and their outfits — traveling across Mexico City, Tokyo, Seoul, Shanghai, New York City, and London to promote the movie. Hathaway and Tucci even appeared throughout a Jeopardy! category on Monday night.

But what do critics think of the movie? While the embargo for formal reviews lifts on Wednesday, April 29, at 12 p.m. ET, the embargo for social media reactions has already lifted, and according to critics from The Hollywood Reporter, Variety, AwardsWatch, and other publications, the general consensus seems mostly positive.

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Meanwhile, THR Senior Editor Alex Weprin referred to it as “a biting media parody wrapped up in high fashion,” while Variety Senior Artisans Editor Jazz Tangcay called it “the perfect sequel that exceeded all expectations.”

To be considered “fresh,” movies have to receive at least 60% on Rotten Tomatoes. And while “The Devil Wears Prada 2” hits theaters in only a few days, prediction markets are currently pricing in odds that the movie will score above 65% on the site. That’s all.

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(Event contracts are offered through Robinhood Derivatives, LLC — probabilities referenced or sourced from KalshiEx LLC or ForecastEx LLC.)

But what do critics think of the movie? While the embargo for formal reviews lifts on Wednesday, April 29, at 12 p.m. ET, the embargo for social media reactions has already lifted, and according to critics from The Hollywood Reporter, Variety, AwardsWatch, and other publications, the general consensus seems mostly positive.

AwardsWatch Editor-in-Chief Erik Anderson posted on X that the sequel “has no right to be as good as it is.” He added, “Just the right kind and number of callbacks and earned nostalgia, Anne Hathaway continues to be our most vibrant star.”

Meanwhile, THR Senior Editor Alex Weprin referred to it as “a biting media parody wrapped up in high fashion,” while Variety Senior Artisans Editor Jazz Tangcay called it “the perfect sequel that exceeded all expectations.”

To be considered “fresh,” movies have to receive at least 60% on Rotten Tomatoes. And while “The Devil Wears Prada 2” hits theaters in only a few days, prediction markets are currently pricing in odds that the movie will score above 65% on the site. That’s all.

Loading...
 

(Event contracts are offered through Robinhood Derivatives, LLC — probabilities referenced or sourced from KalshiEx LLC or ForecastEx LLC.)

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(Event contracts are offered through Robinhood Derivatives, LLC — probabilities referenced or sourced from KalshiEx LLC or ForecastEx LLC.)

Since the Coachella bump, hes had a total of six days with at least 30 million streams, compared with only four days in all of 2025, when he released his “Swag album.

Spotify reported that following Biebers first Coachella set, the pop star reached No. 1 on Spotify’s Global Top Artist chart, with his catalog surpassing 77 million streams in a single day, which marked his biggest streaming day of the year.

While prediction markets currently show that Bruno Mars is in the lead at 74% for the artist with the most monthly Spotify listeners at the end of April, Bieber could slowly catch up with a week left in the month. The Baby singer is currently in second place, with his odds at 27%.

On Monday (April 20), Biebers streams reached a new high for the year, amassing 32.4 million official on-demand US streams, according to Luminate, which is a 12% increase from his total the previous Monday (just over 29 million) and a 5% gain from the previous Tuesday (30.9 million), his previous high-water mark for 2026.

Loading...
 

(Event contracts are offered through Robinhood Derivatives, LLC — probabilities referenced or sourced from KalshiEx LLC or ForecastEx LLC.)

Since the Coachella bump, hes had a total of six days with at least 30 million streams, compared with only four days in all of 2025, when he released his “Swag album.

Spotify reported that following Biebers first Coachella set, the pop star reached No. 1 on Spotify’s Global Top Artist chart, with his catalog surpassing 77 million streams in a single day, which marked his biggest streaming day of the year.

While prediction markets currently show that Bruno Mars is in the lead at 74% for the artist with the most monthly Spotify listeners at the end of April, Bieber could slowly catch up with a week left in the month. The Baby singer is currently in second place, with his odds at 27%.

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Sherwood Media, LLC produces fresh and unique perspectives on topical financial news and is a fully owned subsidiary of Robinhood Markets, Inc., and any views expressed here do not necessarily reflect the views of any other Robinhood affiliate, including Robinhood Markets, Inc., Robinhood Financial LLC, Robinhood Securities, LLC, Robinhood Crypto, LLC, Robinhood Derivatives, LLC, or Robinhood Money, LLC. Futures and event contracts are offered through Robinhood Derivatives, LLC.